Voice of The Ancestors 1 - Tales of The Antler Bearers

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I

VOICE of the ANCESTORS


Adventure Booklet for WÜRM Number 1

Tales of the Antler Bearers


Credits
Authors
Olivier Castan
Julien Clément
Frédéric Debout
Emmanuel Roudier

Translator
Kathy Calmejane

Project Manager
Emmanuel Roudier, Jean-François Morlaës

Technical Coordinator
Franck « Booga » Florentin

Proofreaders
Kathy Calmejane, François-Xavier Cuende,
Frédéric Debout, Arnaud Prié, Emmanuel Roudier,
Stewart Wieck, Yodram

Artist & Graphic Designer


Emmanuel Roudier

1
Preface
At La Cour d’Obéron, we love projects that are kind of crazy, generous challenges, shared
adventures and close friendships. So when Emmanuel Roudier knocked on our door in the
fall of 2007, carrying his amateur version of Würm under one arm, we gave him a warm
welcome on the site and the forum. As we “Oberonists” began to discover and discuss
Würm, it was soon obvious that this “prehistoric” game would open up a whole range of
opportunities for fun, far beyond the basic survival adventures of the ice age. Spirituality,
music, cannibalism, the fate of a whole clan, and of course the old favorites – love, hate,
jealousy, fear, betrayal, sacrifice – that make up the greatest and strongest tales since the
Bear-men and Long Men began to tell them.

Of course, we cheered heartily when Würm found a professional publisher in Editions Icare.
In the meantime, a group of Oberonists had come together with Emmanuel to create an
informal group, pondering and plotting the future of the collection around the campfire, at
the back of the cave. Therefore, it was quite naturally that, to mark the release of this “pro”
edition in 2011, and after a (Bison) flesh and blood (of Ao) meeting at Tarascon-sur-Ariège
on a freezing day in June, the idea was born to organize a competition for scenarios and
adventure ideas. It was launched shortly after, and with the double sponsorship of La Cour
d’Obéron and Editions Icare, it ran from the fall equinox to the winter solstice of 2011.

Once the results were announced, the fine tuning of the scenarios became more of an
editorial job: it truly was a shared adventure and – if we may be so bold – a close relationship
was formed between authors and jury, under Emmanuel’s demanding yet benevolent
leadership.

The publication of this Voice of the Ancestors is a matter of great satisfaction for La Cour
d’Obéron. With Editions Icare, we launched the scenario contest to give this collection a
varied and high quality basis for play. The result has arguably reached, and even exceeded,
the expectations that we had when we dared to launch the contest. We will only know for
sure when you, the players of Würm, tell us just how much fun you are having with these
adventures.

May the Spirit of Mordagg travel with you on these paths that we hope will be
fascinating!

La Cour d’Obéron

2
Table of Contents

l
Preface 2

Introduction 4

The Red Crown 6


by Julien Clément

The Ocher Hill 22


by Emmanuel Roudier

Legends of the Torn Mountains clan 28


by Olivier Castan

What Lies in Wait 29


by Olivier Castan

Legends of the Torn Mountains clan 34


by Olivier Castan

The Great Silence 35


by Frédéric Debout

Old Lynx Beard’s Wise Advice 55


The Rule of the Liver – The Strengths of Other Animals
by Emmanuel Roudier

3
Introduction
My dear readers,

Welcome, and thank you for buying this first edition of Voice of the Ancestors!
The booklet you are holding right now is the first in a series of scenario collections
for Würm ; it contains stories, nothing but stories, to take you and your friends on
new adventures in the ice age.

This first Voice of the Ancestors is made up of four adventures. Three of these
stories revolve around the common theme that gives this book its title: the “antler
bearers”. The stag in The Red Crown, the megaloceros in The Ocher Hill and the
reindeer in The Great Silence. To tell these tales, we are very happy to present scenarios
from the quills of Julien Clément, Frédéric Debout, Olivier Castan and myself for
this edition. As you will see, these adventures are as varied in their twists and turns as
they are united in the will to each present a different approach to the world of Würm.

Two of the adventures featured in this book came to us through the Würm scenario
contest in 2011, organized jointly between Editions Icare and the role-playing game
forum Cour d’Obéron. This original initiative has borne some very juicy fruit.
The debates to select the winning texts were very close at times. The objectively
established and identical criteria that we had established to compare each story were
systematically overshadowed by each jury member’s subjective opinion. After careful
consideration, The Red Crown, a scenario by Julien Clément, was selected as the winner
of the contest. This is why it is the opening adventure for this book, and indeed
for the whole series of Voice of the Ancestors. However, given the quality of the
contributions that we received, we chose to publish almost all of the scenarios written
for the contest. The Red Crown has hardly been edited at all, whereas the others have
seen some minor edits, decided jointly with the authors and jury members. Two other
scenarios from the contest are part of the second edition of Voice of the Ancestors.

4
The scenarios collected in this book are not a pre-written “campaign”. They are a
collection of adventures, some of them longer than others, which explore the various
ways in which you can play the game. Feel free to adapt each of them to your own
campaign, to the world that you have chosen to create. Trust your instincts: Würm is
not a game of “secrets”; it has no official campaign structure, and does not force the
Game Master to follow any prehistoric cannon (although we do, of course, encourage
you all to deepen your knowledge on the period). The limits of the world of Würm
are non-other than those of your own curiosity and imagination.
We hope that you enjoy these stories as much as we did. Of course, each of them can
lead to further adventures. Not only are you free to develop those yourself, following
the direction that your players may take, but in fact we encourage you to.

Three of the scenarios in this booklet are designed to be played by a group of


Long Men, another is designed for a group of Bear-men. This is detailed at the
beginning of each scenario. An icon of a Long Man or a Bear-man will give you a
visual indication. Depending on whether the character is naked, clothed or armed, the scenario
will be simple, fairly easy or tricky to follow for the Game Master. We trust each Game Master
to estimate for himself the difficulty of each scenario for his group of characters and
players. Indeed, this difficulty depends not only on the size of the group, but also on
their type and experience. For quicker reading, the terms “Game Master”, “Player-
Character” and “Non-Player Character” will be noted in the rest of this booklet
as GM, PC and NPC. The reference rules for this booklet are those of the core
rulebook published by Nocturnal.

To end this introduction, I would like to give my warmest thanks to the whole team
of the jury of the contest organized by La Cour d’Obéron, and who also participated
in the proofreading of this booklet. A special thank you to you, Laetitia, François-
Xavier and Éric, for your help and your enthusiasm. This booklet would never have
made it without you!

Enjoy your reading and your games!

Emmanuel Roudier

5
The Red Crown
The Red Crown is an open tribal intrigue scenario. It is suitable for any group of Long Men
based during the Gravettian culture period (ideally) or the Aurignacian, regardless of their actual
location. Given the landscapes and the fauna described in the scenario, it seems logical that the events
take place somewhere in Europe, but with a few small changes, it could take part elsewhere (or at
another time). The places described in the scenario are based on a real prehistoric site (see the inset
"La Roque?"). However, this site could very well exist elsewhere, and the Game Master can move it
to wherever the players are used to living. To make things easier at the beginning of the adventure, we
suppose that the PCs are already an integral part of the community that lives there. This can either
be the case since their birth or only for the last season. They are young members of the clan who are
impatient to prove their worth to the clan.

Summary
Fall. The clan has returned from its summer
wanderings to hunt. The great terraces cut
into the chalk cliffs of La Roque are once
again brought to life by the presence of the
dozens of men, women and children who
huddle there at night, safe from the weather
and from predators. The PCs are among
them. They are mainly younger members of
the clan. The most respected hunters usually
set up their homes on the upper terrace
from which they can easily run off towards a
passing herd or an approaching enemy clan.
The PCs are eager to prove that they too
are worthy of everyone’s respect, by actively
taking part in the clan’s daily activities. That
is when He appeared. So majestic, so red,
so troubling. He is the Great Red Stag, a
fantastical creature with a crown of antlers
as red as His coat. Nobody knows where
He came from, nor why He remains here,
mocking even the most seasoned hunters
who do not dare to try and claim such a
strange trophy. After all, who knows if He
is not in fact a Spirit? Who will solve the
mystery of the red beast? Who would dare
to slay Him and claim His red crown?

6
An adventure for Long Men
characters, preferably with a
seasoned Game Master.

Introduction What’s at Stake?


This scenario is presented in an open fashion Okay. So just between us, let’s get this
to allow everyone, GM and players alike, to straight: just what exactly is this Great Red
customize it based on their own preferences, Stag? He is the calm before the storm. He
their own themes, and the personality of is the first gust that announces the arrival
their characters. First, we will paint a picture of new winds. In a word, He is change. At
of the location and a few of its inhabitants. the time of Würm, small groups of humans
This first part will allow the GM to play out are experimenting with various empirical
the day-to-day life of the clan, if he wants forms of social organization, depending
to, and the PCs can use it to establish their on their needs and opportunities. Here, for
position within the community. example, it is the unique characteristics and
Then it will be time for the triggering event environment of La Roque (see below) that
of the adventure. The exact circumstances allowed men to consider setting up camp
of this apparition will be, at the very most, for a little longer on the edge of the eternal
suggested, in order to leave plenty of room hunting path.
for you all to find the explanation that you
like best. This is clearly not a “mystery” But the time of kings and great cities is not
scenario: seeking a plausible explanation yet come for humankind. There is always a
for the appearance of the Beast is not part grain of sand that comes along to challenge
of the objectives. Würm offers a game- the status quo. So the old chief, worn out
playing context where it is perfectly normal by his time in power, is buried with all due
to not always have a rational reason for honors, then the younger men take over,
things. Each player will have his or her own and the tribe moves on. In this scenario,
interpretation, and they will all be right. that grain of sand is represented by the
The scenario is made up of scenes, all of Great Red Stag. The PCs are destined to
them optional, and which act as a number of play the young ones. And for the adventure
suggestions for the Game Master as to how to be a great one, they will need to seize this
to run this plot while letting the characters opportunity and act to change the way things
play an active part in it. are to their advantage.

La Roque?
The location for this scenario is very freely inspired by a real place in the valley of the Vézère river in the Perigord
region of France. This is the famous "Valley of Mankind", so named because it is so rich in iconic prehistoric
locations: La Madeleine (that gave its name to the Magdalenian period), Le Moustier (that gave its name to the
Mousterian), and of course the cave of Lascaux. More specifically, La Roque is based on La Roque Saint-Christophe.
It is located in the commune of Peyzac-le-Moustier near the town of Eyzies. In this case, the shelter of the Outer-
Roque and the painted cave that can be found nearby, could be the nearby site of Le Moustier.
In any case, first hand knowledge or extra research of these real locations can be a real advantage for the GM, but
won't really be of any use to the players. The location for this scenario can be moved anywhere where it could be
useful to the GM's campaign.
Note that the unique beauty of the site of La Roque Saint-Christophe inspired scenes in the novel The Shelters of
Stone by Jean M. Auel. Although it is not directly connected to this scenario, reading this "prehistoric" novel can
certainly be inspiring for anyone playing Würm. We should also point out that Robert Merle also places the action
of his post-apocalyptic novel Malevil in this location. In his story the troglodytic location that he describes is
simply known as "La Roque", a shortened name that we have borrowed for this scenario.
7
The Uppers

The Middles

To the plateau
Above

These are a few of the things that they will


probably need to consider: the humans seized the godsend it offered
Who will take over the power in La Roque them. With some wood, some dried leaves
once Tay-Hay’s time inevitably ends? and most of all the endless passage of their
What kind of organization will then be put feet, generation after generation, they ended
in place on the terraces? up modeling the formations into a gigantic
What will the relationship be like between La troglodytic shelter with layered terraces. This
Roque and the Outer-Roque? is La Roque.
Will they need to change their Guardian La Roque is divided up into several terraces.
Spirit? Their number is variable, as they do not all
There will probably be many more questions run the whole length of the cliff. For the
that will appear during this adventure. most part, the terraces can be divided into
three sections:

The Stone Shelters • The Lowers


The PCs’ clan is almost completely In close proximity to the river and the
sedentary. It owes this specificity to a rare bottom of the valley, these are the most
geological formation found nearby. The exposed terraces. Predators, enemies,
Greenwater, nowadays a fairly small river, floods... the inhabitants of the Lower
runs through a valley. Once powerful and terraces have plenty to worry about.
hectic, the river shaped the landscape However, their position close to the water
around it to that grand scale, before retiring, and ground also has some advantages: access
exhausted, into its current bed. The most to drinking water, fishing... The inhabitants
remarkable feature is a long chalk cliff, rising of the Lowers have to carry out a lot of
up along the bank of the river. It is about a useful tasks for the community: surveillance,
thousand steps long and eighty steps high. loading and unloading goods from the rafts,
The cliff sides bear scars where the river etc. These rather laborious tasks do not give
waters once ran. Each period made its mark these people much opportunity to shine, but
on the cliff face by carving out terrace- they need to be done, and all the inhabitants
shaped formations all the way along it. The of La Roque respect the inhabitants of the
moment they came across this landscape, Lowers for their work.

8 The Red Crown


The Uppers

The Lowers

Towards the Outer-Roque and the forest

population of La Roque has developed


• The Uppers considerably. This is a strength, as they
The spacious upper terrace has the best always have plenty of helping hands, and
view. It is also the one that allows access, because it provides a greater protection
through the Middles, to the upper plateau, against nearby clans. However, it can also be
and therefore reach the good hunting a weakness, and in some ways, La Roque is
grounds, outside the valley. This is also constantly at risk of overpopulation. Finding
the terrace for protection, a place where supplies is an ongoing issue, and it creates
predators and enemies can’t reach. The tensions between the clan members when
upper terraces are usually inhabited by it comes to sharing or making decisions
men only, the best hunters and the greatest when things run short. Generally speaking,
warriors. They are, in fact, those upon whom tensions are not something easy to bear in
the community depends for its survival, a shelter where space and intimacy are the
and are therefore, in a way, the chiefs of the rarest of commodities.
group.
It is in response to this problem that,
• The Middles generation after generation, the clan formed
The Middles are the terraces in between, and the Outer-Roque. This is another rock
the isolated rock shelters in the cliff face. shelter, a much smaller one, situated just a few
This is where all the people who only have a hundred steps from the cliff, at the bottom
secondary importance huddle together: the of the valley. It was long considered taboo,
women and children of the men from the deemed fairly useless by the inhabitants of
Uppers, and the elders. The access to the the terraces, but the shelter ended up being
Middles from the plateau is defended day reinstated as a place to house all of those
and night by two watchers. who ended up becoming unwelcome on
the terraces: any rebellious, antisocial or
La Roque is an exceptional shelter, in terms disturbing individuals. Gradually, the Outer-
of the comfort and size of its troglodytic Roque has become a small community of its
living space. The children survive, the young own, dependent on La Roque, from which
adults stay, and nomads stop there if they they traditionally receive ritual deliveries of
are made welcome. Because of all this, the leftover meat, fish, etc.

The Red Crown 9


On the terraces of La Roque
La Roque is inhabited on an almost
sedentary basis. Only part of its inhabitants,
the hunters of the Uppers with some of the
young folk from the Middles, leave during
the warm season on hunting expeditions far
away. The rest of the time, the surrounding
land provides small and medium-sized game,
berries and roots that grow abundantly in the
surrounding woods.

Of course, the Greenwater river plays a


major role in the attachment the inhabitants
feel for this place. It gives them access to
fresh water, it provides extra resources
through fishing and even allow them to Tay-Hay
leave the valley easily in wooden dugouts or Tay-Hay is undoubtedly the best hunter to
rafts made of bundles of sticks. It is easy ever walk the chalky floors of the terraces
to understand, therefore, that La Roque’s of La Roque. His strength, speed and
Guardian Spirit is the River Spirit, to whom especially his natural authority earned him
sacrifices are regularly made to appease the the attention and acceptance of the hunters
ancestral Spirits. The people of La Roque of the Uppers. At the time he had not
also honor the Spirits of the ancestors who even reached the end of his sixteenth year.
first were inspired to set up their camp in Although it has never been officially stated,
these miraculous shelters. many consider him to be the chief of the
This culture revolving around exceptional clan. Of course, when, a few seasons ago,
individuals, and undoubtedly the necessities when the clan needed to organize a hunting
of a vertical habitat, created the conditions expedition in the middle of winter to make
for the precocious social hierarchy at La up for a decreasing stock of meat, he was
Roque. Although there are no tyrants among the one they entrusted with the expedition
them, the hunting leaders of the Uppers are lead. Similarly, when an unknown tribe dared
indisputably the leaders of the clan. Among to set foot on the hunting grounds of the
them, Tay-Hay is the most respected. clan of La Roque, it was he alone who was
sent out to challenge and berate the foreign
Note: the Guardian Spirit of the Greenwater gives hunters who decided to slip away again
all the people of La Roque the Strength Fins of without causing any further trouble.
the Salmon. The people of the Outer-Roque do not
have any particular Strengths. But all of that was yesterday. For a few –
seemingly never-ending – weeks, Tay-Hay
has been suffering from a stabbing pain in
his left shoulder. After an intense effort,
the pain gets worse, and it feels as if one

10
of his hunting companions were sticking a
spear straight through his heart. He emerges
from each of these episodes of suffering
completely out of breath and shaken. Tay-
Hay is very troubled, and is doing his best
to hide the pain he is in from the rest of
the clan. He is as scared to die as he is of
disappointing his companions. He doesn’t
want to lose the admiring way that men and he showed extraordinary physical abilities
especially women look up to him, and the very early on. In his thirteenth year, he killed
way they see him as a natural leader. The a doe. The next year, he lost his left eye in
harsh survival laws of the clan are formal: if a skirmish against a nomadic clan. From
he doesn’t soon regain his regular efficiency then on, his destiny among the Uppers was
at hunting, another will step up to take written. His ambition is now to become the
his place and he won’t have his say in the chief hunt leader of La Roque, but he is
matter. If he refuses, the general disapproval wise enough to know that the time is not yet
of the clan will see him pushed out to the come, and that he needs to remain discreet
Outer-Roque. And there are plenty of clan and avoid upsetting Tay-Hay. He has also,
members that he sent there himself for and more importantly, understood that until
refusing to obey his all-powerful authority. he receives the silent approval of Modou-
Yet there is not much he can do, despite Kah, he won’t be able to make any progress.
his gritted teeth and proud looks, the So, he waits. He watches.
pain he endures is affecting his mood. He His relationship with the PCs has not always
was already quite unpleasant and often been good. Jealousy, condescension and
condescending towards the weaker clan misunderstandings kept them apart for a
members, but Tay-Hay has now become long time. But Dolo has grown up, and he
particularly unreasonable and even detestable knows that sooner or later, when facing
to be around. That’s not really what an the elder clan members who will blindly
overpopulated shelter expects from its chief. follow Tay-Hay, he will need the support
of younger members who are hungry for
• Facing the Beast: He has come too soon. Or change. In fact, in a way, you could say that
too late. Well, one way or another, the timing is it was he who suggested to Tay-Hay and the
not right. Tay-Hay doesn’t feel strong enough to go other influential Uppers that they should
and fight Him. And he can’t tell the clan the truth. evaluate the PCs’ abilities by giving them a
So, unlike his usual resolute self, he is pondering, chance to prove themselves soon.
hesitating, asking for advice. In other words, he’s
trying to put it off until his health gets better. • Facing the Beast: Dolo has been waiting for a
sign from the ancestors for years now. Here it is. The
Dolo presence of the Great Red Stag will bring down the
This young hunter is roughly the same age masks. He has already whispered to the Elders that,
as the PCs, already a part of the Uppers, and if it were only up to him, the Red Crown would
has always been very precocious. Well fed by already be resting on the altar of the ancestors of
his parents, who are also from the Uppers, La Roque.

11
Modou-Kah
The shaman of La Roque is a man of a
respectable age, probably not far from his
fortieth year. His ever stern, wrinkled face
and balding head intimidate the usually
cheerful inhabitants of the terraces. He is tall
but is now looking rather skinny. Folds of
skin show that, long ago, the shaman must
have had a rather larger figure.
Indeed, before becoming an Elder and a
master of mysteries, Modou-Kah was an
athletic young hunter, accepted among the
Uppers. As his uncle simultaneously initiated
him to the secrets of the Spirits, he was able
to use his instinctive knowledge of nature advice is often of great value. As a former
and animals to his advantage. He became hunter and current shaman, the Elder has a
a renowned hunt leader. Intrigued by the good overview of what it takes for the clan
mysteries that he was barely beginning to to survive.
discover, Modou-Kah wished to continue
to learn. As he made progress on the totem Yet Modou-Kah draws no false glory from
path, he had a number of penetrating trance his status as an influential man of the Upper
experiences, during which his mind became terraces. He has no interest at all in using
one with that of an unknown animal. that influence to gain a form of covert
During these trances, the young hunter felt power. He has never used his own authority
an incredible sensation of spiritual, physical to declare a person taboo, and therefore
and even sexual power. It was an intoxicating force them, through the public rejection
experience. And yet, uncommonly, these it would cause, to leave and find refuge
trances were so fleeting that he never had in the Outer-Roque. On the other hand,
the time to clearly identify the animal he had he is cunning and knows full well that the
connected with. Worse still, the trances soon mere fact that he has that power can be a
stopped coming. formidable deterrent. So if anyone did truly
Both fascinated and frustrated, Modou-Kah get in his way, he would not hesitate to use it.
plunged into his shamanic research, spending
most of his time carrying out rituals, • Facing the Beast: it’s Him, Modou-Kah is
meditating and unsuccessfully trying to enter certain of it. The Great Red Stag is his personal
into a trance. Little by little, he turned away totem animal, the one that granted him those trances
from hunting and other vigorous and daring of such a rare intensity. He is determined to use
young hunters like Tay-Hay took his place. His appearance in the area to at last renew the
Now that he has become the Voice of the unforgettable feeling of those dizzying trance states.
Ancestors of La Roque, Modou-Kah has He can already feel it coming. Of course, there is
become a sort of eminence grise for the hunt no way he will let anyone hunt the Beast. Not the
leaders of the Uppers. It is true that his characters, not even Tay-Hay.

12 The Red Crown


As for the boys, they intuitively realized that
their rare situation was upsetting for some,
and that they were at risk of being exiled to
Djeel the Outer-Roque. So they adapted. In fact
Djeel is an entity made up of two perfectly so much so that they probably ended up
identical boys. The twins come from one of convincing themselves that Modou-Kah’s
the very rare cases where both babies were tale was the truth. Therefore, they do their
able to survive the ordeal of their delivery best to avoid appearing together in public
and the harsh conditions of their first winter. and in a way, they have become the perfect
The people of La Roque had never, in living team: when one of them is asleep, the other
memory, seen anything like it, and therefore is awake; when one of them is travelling, the
they had many questions that remained other is on watch, and so on.
without answers. How was it possible that
two boys could have the same face, the same • Facing the Beast: although they were born
build, the same behavior? Their disturbing perfectly normal, the Djeel have gradually become
singularity could have seen them excluded magical beings through the fearful attitude that others
from La Roque, but they always managed have towards them. They are therefore inexplicably
to blend in to the clan and even become attracted to the Beast. More importantly, although
quite helpful. After the death of their they don’t yet know it, they have the privilege of
mother, severely weakened by the trials of being able to approach the Great Red Stag without
her pregnancy, the boys were taken in by the Him noticing, or at least without Him being
community of the Lower terraces. The twins disturbed by them in any way.
are now roughly fifteen years old, and crafty
as monkeys. They always find ways to make
themselves useful in the community: they The Outer-Roque
are tireless watchers, elite fishermen, ever- The Outer-Roque is a rather humble shelter,
willing messengers… Simply put, you can located in a deep cave that has a very wide
always see one of the Djeels crouching on opening. It is right at the base of the cliff,
the banks of the Greenwater, concentrated and was probably created by gelifraction, the
on some task or another. erosion of a rock structure caused by the
alternating freezing and thawing of water in
One of the Djeels, or more precisely The the cracks. The people of the Outer-Roque,
Djeel. Indeed, after long consideration, no more than twenty people of all ages and
Modou-Kah pedantically explained to the both genders, huddle together at the back of
people of the clan that the two boys were the cave to try to find some shelter from the
in fact a single being that had been lucky, elements and from possible predators.
or unlucky, enough to be born with two La Roque is very close by (about 500 steps).
identical bodies that shared a single spirit: Therefore there is no lack of drinking water
the spirit of Djeel. Since then, the people and help. The people of La Roque, especially
of La Roque, who are used to following the those of the Middle terraces, customarily
teachings of their shaman, call the twins the bring their excess food and materials to the
Djeel, and behave as if they were a single people of the Outer-Roque. When they do
boy. so, it is acceptable to make contact for a

The Red Crown 13


Nahaa
Nahaa is a beautiful young woman with
a proud face. She has not yet celebrated
her twentieth year, and so is the youngest
member of the Outer-Roque community.
To them, she is unanimously seen as
Hotoun’s woman. But despite that
reputation, she has still not accepted any
of his repeated and explicit advances. She
merely shares some all-too-rare moments of
simple human warmth and friendship with
him, when the cold is fierce for the people
of the windy Outer-Roque shelter. In fact,
Nahaa has a real problem with intercourse.
Although she is very sensual and her heart
is open to the possibility of love, she is
struggling to go through with the act itself,
as she is still traumatized by the Tay-Hay’s
brutal advances in the past. At the time she
short time. However, prolonged contact – was barely into puberty, and only her quick
or even worse, friendship – is completely wits managed to keep her from being yet
forbidden to ensure that everyone knows another of the hunt leader’s lays. Humiliated
their place. by the young girl’s refusal, Tay-Hay had
One of the few advantages of living at the easily convinced Modou-Kah the shaman
Outer-Roque is the freedom to come and go to declare her taboo. Like so many before
at will: the cave has several exits and opens her, Nahaa was then thrown out of La
straight onto the woods. Furthermore, there Roque and condemned to eternal exile and
is nobody to watch or pass judgment on your questionable survival at the Outer-Roque.
comings and goings. That said, thanks to her very resilient nature,
Around the Outer-Roque there are several Nahaa is doing pretty well, both physically
other caves and cracks that are more or less and mentally. She is taking care of her health
taboo to the people of the terraces. Well, and has quickly become irreplaceable within
let’s say that they know very little about them the community of exiles. She knows the
and are afraid of them. The legends say that surrounding countryside better than any
the spirits of their enemies’ ancestors live other woman in the area, and sometimes
there. Indeed, some of these caves were even better than the hunters of the Uppers
once inhabited by other groups of humans of La Roque. Every day she goes off,
(see Chakmah, below). stealthily and alone, through the brambles
and the ferns. She brings back berries and
roots that help improve the meager daily
rations of the Outer-Roque folk. More
importantly, during her excursions, Nahaa
allows herself one of the very few pleasures

14
of her life or toil and suffering. She stops to pursue the animal,
whenever she gets a chance to watch the whatever it took, alone if
hunters of La Roque in action without being he must. The discussion
seen by them. Then, deep down, she dreams between the two hunters
that one of those proud hunters will come became heated, and
and take her far away from the Outer-Roque, they had even started
or even that he could convince Tay-Hay and to fight when their
the others from the Uppers to accept her in companions separated
La Roque once again, and they could settle them. Things were very
down in safety and start a family. clear to Tay-Hay from then on:
Hotoun was a troublemaker, and
• Facing the Beast: she is very curious about therefore a fly in the ointment of the
what she sees as an obvious manifestation of the segregated and structured world of the
Spirits. She is soon convinced that the Great Red terraces. Due to his status as the infallible
Stag is the sign of a coming change for La Roque leader, crucial to the survival of the whole
and the surrounding area. The end of Tay-Hay’s community, Tay-Hay easily obtained a
reign? A change in the rules of occupation of the general consensus and Hotoun’s dreams of
shelters? She doesn’t know, but she hopes it will be a grandeur ware crushed. Exile at the Outer-
major upheaval. Roque was the only option he had left.
When he arrived there, he acted as chief
for a while. He reorganized the occupation
Hotoun of the shelter, and tried to set up his own
Hotoun is no more a bad hunter than he is a hunting expeditions. But after a short while,
coward. Yet it is that double reputation that the poor condition of the people living there
the people of La Roque gave to this man and their lack of motivation outweighed his
whom they now barely remember. ambitions. In turn, he too ended up waiting
Hotoun is short, wide-shouldered, firmly lazily for the people of La Roque to bring
standing on his gnarled legs, and he has them their leftovers of fishes or fruit, or
an excellent sight, which makes him a for a younger member of the Outer-Roque
very efficient hunter. Because of all these community like Nahaa to bring back some
qualities, he had been integrated without food. In fact, he really likes young Nahaa.
question into the hunting groups run by She is one of the last things keeping him
the Uppers, and was undoubtedly looking going.
at a life on the upper terrace with his future
family. • Facing the Beast: He feels perfectly capable of
But one day this young man was foolish looking the creature right in the eyes then, without
enough to question the authority of a hunt shaking, sinking his best spear into His heart.
leader at the height of his popularity: Tay- Then, with his knife, he would cut off the red crown,
Hay. The hunt leader had ordered that place it on his own head and return to La Roque,
the group end their pursuit of an already triumphant and acclaimed by all. Alas, he has no
wounded animal that was about to leave the one at the Outer-Roque to support him in his fateful
usual hunting grounds of La Roque. Hotoun expedition. In fact, truth be told, he doesn’t really
had suggested that he could continue believe he has the energy to pull it off.

15
Chakmah • Facing the Beast: he knows the paintings of
It is truly a mystery that someone like the decorated cave, and he knows the majestic figure
Chakmah is still alive. The old man is of the Great Stag, painted in ocher on its walls.
emaciated, almost completely toothless and, This has to be related to the Beast. Although he has
it has to be said, half crazy. He should have completely lost the memory of his adventure of long
been carried off to the land of the ancestors ago, he likes to think that maybe the Great Stag is a
long ago by the laws of natural selection. Yet creature that he met at the time and that He is here
he hangs on, sometimes even bringing some to look for him. Well, this is all rather muddled in
mirth to the sad atmosphere of the Outer- his poor tortured mind, but he honestly thinks that
Roque with his legendary giggling fits. he has a major part to play in the current situation.
A long time ago, Chakmah lived on the
Middle terraces of La Roque. He was partly
a shaman, partly a bone worker. One way First Steps
or another, he made himself useful. Then, The PCs are all playing younger members
one fine day, he went running helter-skelter of the clan, confined for the moment to the
down the steps dug into the chalk, dived Middle terraces. They have lived sheltered
head first into the Greenwater, climbed out lives there since their childhood, protected
of it downstream, dripping wet, and walked from flooding, bad weather and attacks. Now
away into the sunset without looking back. they have reached the age of evaluation.
Nobody ever knew what came over him that They could very well spend the rest of their
day, nor where he went. A year later, changed lives in the Middles (for example if they are
but recognizable, Chakmah returned, but a fertile female or a skilled craftsman), follow
he was incapable of explaining his behavior. the call of destiny up to the Uppers, or be
He thought that he would just return to his sent down to the Lowers. At the moment,
position in the Middles, but public opinion everything is still left to play for. Depending
would not allow it: he had become too on what initiatives they take, the attitude they
unsettling for them all and he was no longer will have, the actions they prove capable of,
welcome anywhere but the Outer-Roque. the clan’s informal council will decide their
Since then, he has survived there, making fate.
do with little, spending his days roaming The first moments of the scenario are
the surrounding land, especially the various particularly open. The GM must give them
nooks and crannies in the rocks that he now a good view of the situation and what’s
knows better than anyone. This is how he at stake: the PCs are then invited to show
happened to find a stunning decorated cave their initiative or at least react quickly to the
that the men of his time had long forgotten events. This is an opportunity to bring the
(the paintings probably date back to the terraces of La Roque – and even the Outer-
Aurignacian). He only shares its secret with Roque, depending on the PCs’ actions – to
the people of the Outer-Roque and, very life. Ideally the PCs should meet all the
rarely, with visitors who manage to gain his important NPCs (those detailed here, and
trust. any that the GM should choose to add) at
least once before the Beast appears.
The GM can use the rules of Prestige,
especially for this part of the scenario.

16 The Red Crown


Strengths and Weaknesses of the Characters
Stamina and Secret Skills
Strengths Weaknesses
Experience And Techniques
Speed of the Horse, Flight of the Crow, Quick-
Tay-Hay 36, 16 Impaling, Melee
Strength of the Bear, Fury of the Lion, Fins of the Salmon. Tempered
Speed of the Horse, Might of the Bison, Flight of the One Eyed,
Dolo 30, 4 Melee
Crow, Quickness of the Lynx, Fins of the Salmon. Presumptuous
Hand of the Ancestors, Wisdom of the Mammoth, Trance, Shaman's Tongue,
Modou-Kah - 30, 18
Majesty of the Aurochs, Fins of the Salmon. Contact with the Spirits
Hand of the Ancestors, Cunning of the Weasel,
Djeel Shy 24, 2 -
Nose of the Wolf, Sight of the Owl, Fins of the Salmon.
Speed of the Horse, Grace of the Swan
Nahaa - 24, 4 -
Nose of the Wolf
Speed of the Horse, Sight of the Owl,
Hotoun - 30, 12 Impaling
Strength of the Bear
Hand of the Ancestors, Secret of the Bear, Trance, Shaman's Tongue,
Chakmah Weak 24 12
Eye of the Panther, Inspiration of the Rocks Bone Craft, Painting

Consider, for example, that earning around follow Tay-Hay’s rapid pace through the
ten Prestige Points at this time would be undergrowth, thick with sharp thorns. They
a good way to draw the attention of the are out of breath and their limbs are already
hunters of the Uppers. bloody and painful when they step out into a
To play this first part of the scenario, the wide clearing where a small herd of juvenile
GM can use the suggested introduction aurochs is peacefully grazing.
scene below. It is then up to the GM to They all grip their weapons, and look to
add to this, by using elements from the list Tay-Hay, awaiting his orders. But what a
of “Twists” developed later in this booklet. surprise! The great hunter is wincing in pain
Most of them are indeed playable before (or and seems barely able to stand. He looks like
regardless of) the arrival of the triggering he is about to faint. Akhon is obviously not
event of the scenario, the appearance of the prepared for this situation, and he seems lost
Great Red Stag. as he orders a retreat to the undergrowth
just as the aurochs are clearly considering the
option of charging the humans.
The Trials It is now up to the PCs to play their part.
The big day has arrived. Early in the If they run away, they are missing out on a
morning, the PCs were gathered together by unique opportunity to stand out. They can
Akhon, one of their elders, a talented hunter try to hunt one of the aurochs, or they may
and someone they admire. Today, as they consider that it is more important to get
approach the age when you are finally seen Tay-Hay back to the shelter for healing and
as an adult, they will go through the first of comfort. One way or another, they will still
the trials that will decide their destiny. Today, need to find their way back to La Roque and
they are going hunting with Tay-Hay, the find a way to transport the hunt leader there
hunt leader of the Uppers. safe and sound.
Their introduction to him is brief. The old Their trials don’t end there. Tay-Hay will
leader already seems to be on the lookout survive this time, and he intends to save
and is paying very little attention to the his reputation. He will therefore try to
young men who will hunt beside him. The intimidate, negotiate or blackmail the PCs
team is a small one; only Akhon and Tay- into keeping quiet about what they saw and
Hay are joining the PCs. did that morning. It’s up to them to choose
They leave the Uppers and the hunters how to react.

The Red Crown 17


The Great Red Stag tall to its withers. His chest was the most
Dodge 8 powerful that any hunter in living memory
Thick skin 4 had ever seen exposed to his spear. The
LP 60 structure of His antlers was complex and
Initiative 2d6+3 they reached impressive heights, giving Him
Attack(s): [1] a final majestic touch. His coat was a deep
Giant Antlers 2d6+3 amber color, almost red. Strangely enough,
(5d6 Damage Points) ; his antlers had taken on a far brighter shade,
Trampling* 2d6+3 almost as if they had been dipped in fresh
(5d6 Damage Points) blood. The Beast stared at them. He took
Running 12 a few steps. Then He let out a surreal roar.
Steady Nerves 9 Cautiously, the hunters decided to retreat and
Alertness 12
The Great Red Stag go back to seek the counsel of the Elders of
The appearance will occur once the La Roque.
Special Abilities:
GM thinks that the players have gotten
Trampling*: a character
to grips with the environment, both The animal has remained there ever since.
hit by His antlers must
geographic and social, in which their So far nobody has dared to make a decision,
roll a Strength Test
characters are living. Here are some of after all, He’s not doing any harm. He just
(DT 9) to avoid being
the clues that can show that the time wanders to and fro in the area, roaring here
knocked over and risk
has come to truly launch the story: and there. The more cautious hunters say
being trampled as a
the players are beginning to talk about that, given His size, the animal must be old,
result.
the NPCs among themselves and and his flesh as tough as leather. There is no
Legendary Animal: any
calling them by their names, or they point in hunting Him. The more cowardly
character faced with
are working out plans to take their own ones are very glad to hear it, and waggle their
such an opponent will
initiatives to make a difference in the heads in agreement. The possibility that the
have to carry out a
fate of their alter-egos. animal known to all as the Great Red Stag,
Steady Nerves Test (DT
9) or they will panic, as or simply the Beast, may be a manifestation
He appeared on a misty early morning. of the Spirits is also on everybody’s mind.
with the effects of
The first shadows were barely even There too, it would be wise to be cautious.
a Combat Cry.
visible through the layers of fog One way or another, all the thoughts,
that covered the Greenwater valley. conversations and actions in La Roque
Through it, however, a powerful bellow and the Outer-Roque, are now centered
and an extraordinary silhouette were on a single topic: the Beast. Ambitions are
enough to alert the hunters of the awakening, fears are seeping through, and
upper terraces. Something unusual was buried hopes are resurfacing. Tensions are
going on. beginning to appear between the members
As soon as the first pale rays began of the clan.
to light up the valley, the hunters saw What part will the PCs decide to play in the
him. The stag was at least 30 hands coming events?

18 The Red Crown


As you already know, The Red Crown is an open
scenario. Other than the fantastical apparition of the
Great Red Stag, none of the further events is written
Twists
in stone. Everything that happens around La Roque
depends on the actions of the PCs and, of course, on
those of the main NPCs as laid out by the GM.
To make the GM’s work easier and ensure that
the game does not lose momentum due to a lack of
inspiration or initiatives, here are a few twists and • A Lovely Spy
adventures that PCs may come across. The GM The PCs are on a routine
should only select the ones that suit the PCs and the mission for the clan’s
way the players want to play. survival; for example a
hunting expedition for medium-
• An Unusual Earbashing sized game. While they are lying in
For some futile reason, or even no reason wait and keeping perfectly quiet, they
at all, Tay-Hay is in a terrible mood and he are alerted by a cracking sound nearby.
is taking it out on the PCs by shouting and Is the Beast about to charge them? An
threatening them. The PCs know that if enemy warrior maybe? None of the above!
they stand up to the hunt leader, they can It is a beautiful young woman who was
kiss their integration to the upper terraces obviously watching them and ended up
goodbye. If the conflict really gets nasty, being a little careless. Of course, it is Nahaa,
they could even end up exiled at the Outer- but it is quite probable that they don’t know
Roque. Their fate is really in the balance in who she is, unless they have visited the
this argument. If they stand up to Tay-Hay Outer-Roque before. The young woman is
all the same, they will win the sympathy of quick, but if they run after her long enough,
several inhabitants (if there are witnesses they can catch up with her. She won’t have
of the scene) who think the hunt leader is any meaningful explanation for her attitude.
becoming more and more unbearable. If the However, as they question her closely, it
attack really gets out of hand, then the PCs will be difficult not to notice her warm and
will cause a sudden pain that strikes Tay-Hay supple body and the beauty of her eyes,
right in the heart. despite the fear in them.

• Dolo the Plotter • Djeel the One and Only


Although they have not had much contact One of the twins dies in an accident. Of
with him since he was accepted into the course, the remaining twin is traumatized
Uppers, the PCs are surprised to see Dolo and will need support. More importantly, the
coming towards them. He is very friendly debate spreads through the terraces: what
towards them, bringing them each a prime should they do with a single Djeel? Has he
piece of meat or some other valuable gift. returned to a normal state or is this a new
If they have been seen in a positive light monstrosity that really should be exiled to
recently, he suggests that it’s partly thanks the Outer-Roque for everyone’s sake. Like
to him. If he manages to win their trust, all the other members of the clan, the PCs
Dolo will become less guarded and directly can take part in the debate. They could well
ask the PCs what they think of Tay-Hay and decide to give their unfailing support to the
Modou-Kah (possibly even what they think poor shaken boy and in doing so earn his
about the Beast). undying loyalty.

The Red Crown 19


• A Very Special Guide • The Mirror Ledge
Whether it’s through love, friendship or There is a spot on the lower terraces that
even blackmail, it can be a very good idea is especially popular with the people of La
to secure the help of young Nahaa. She can Roque. The “mirror ledge” is an outcrop
show them places that not even the most that sticks out over the river. Below it, the
experienced hunters from the Uppers know water is always calm and clear and, if you
about. The GM would then ensure that she lie down on that ledge, you can see your
leads the PCs to a place they need to know, face reflected in the Greenwater. It just so
like a watering hole where the animals they happens that a young member of the clan is
are looking for come to drink, or a clearing drowning in the exact spot below that ledge.
where they can find the herbs that they need. The PCs are present and they can save him.
Most importantly, she can show them the As they pull him out of the water, half dead,
way to the decorated cave. the PCs notice the open wound on his head
that is soaking his face with blood, turning
• An Unfortunate Hunt him bright red. The rumor of a curse of the
Whether the Beast has revealed Himself Beast begins to spread through the terraces.
or not, the PCs will get a chance on one of
their hunts to track a beautiful doe with a • Djeel the Invisible
coat of almost pure white. The animal is One of the Djeel (or the only Djeel if one
quick, but skillful hunters will manage to of them is dead) is uncontrollably drawn
catch it. As they are making their way back towards the Beast, and whether he wants
with their kill, the PCs realize that everything to or not, he is following a scouting (or
they have done will be interpreted in light of hunting) mission with the PCs. The boy
the appearance of the Beast. There is no way behaves carelessly and the branch he is
that this snow-white doe, such an unusual sitting on snaps, dropping him heavily on the
creature, is not connected to the Great Red ground right next to the Beast. To everyone’s
Stag. Will the fact that they have killed her surprise, the animal doesn’t charge him, or
make the Beast angry with them? even move its head, continuing to graze
without a care in the world.
• The Chilling Roar
It is a dark and stormy night. With dark • The Legendary Herd
clouds gathering and lightning tearing up the All the hunters of La Roque have witnessed
sky above, the Great Red Stag seems to have the phenomenon. The deer of the whole
decided to haunt the area around the cliffs, area seem to be drawn to the calls of
roaring with such mythical volume that the the Beast. Little by little a huge herd has
sound of it bounces off the stone of the gathered around him. Once again, there are
cliff faces. There is no way anyone on the different interpretations. For some, it is a
terraces can get any sleep. The children are sign that the Spirit is a kind one, offering
screaming. The women are crying. All the them the best hunt they have ever seen. For
men are tense and ready to fight each other others, it is a sign that the Beast is about
for no reason at all. to leave, and that he will take all the game
animals with him. As far as the latter are
concerned, La Roque is doomed.

20 The Red Crown


• The Painted Cave • A different kind of
The PCs can hear about the painted cave Manna
from Nahaa or Chakmah and decide that If the PCs have the idea of
they want to explore it. There, they will showing their respect to the
be stunned to discover all the paintings Great Red Stag (through
of animals on the cave walls, but they will offerings, for example), they will
stop dead in front of the greatest, most be certain it is a Spirit. It is even
beautiful and most visible of the paintings. possible that they may call upon
On his own in the middle of a large wall, a its Manna. But is there room for
great stag is painted in a red shade of ocher. two Guardian Spirits? Should the
The similarity with the Beast is even more Spirit of the Greenwater still be
obvious when they compare the details of revered? Should the whole clan
the antlers: they are exactly the same as the organization be changed and start
complex structure of the Great Red Stag’s. anew around the new totem?
How can this be?

• Secret Skill
Modou-kah wants to “Contact the Spirits”
to find out the truth about the nature and
intentions of the Beast. So far, he hasn’t
been able to. If he were to carry out the
ritual opposite the figure in the painted cave,
it would significantly increase his chances of
success. But he doesn’t know that the cave
exists. Even if he is told about it, he will
be unwilling to be seen among the exiled
members of the Outer-Roque.

Epilogue
It impossible to plan the end of this scenario. It has not been written. It all depends on the decisions
made by the players, and of course the fun or interesting narrative paths that the GM has chosen to
explore, and the way he brought the NPCs to life. It would, however, be a real shame if this scenario
did not have a real end. Ending the adventure in an uncertain way might seem appropriate for
prehistoric times, but it would mainly be frustrating for the players.
For the GM, the best thing to do would therefore be to keep an ear open for the players’ ambitions
throughout the game. By sending them on one path or another, he is giving them opportunities. It is
then up to him to see which players grab hold of them. This should allow him to create an end to the
story that will satisfy them. Will they dream of seeing the characters defeat the Great Red Stag? Will
they prefer to become important members of the community by taking part in Tay-Hay’s fall? Will
they want to go towards the Beast and show Him their respect? Any of these endings, and probably
an infinite number of other ones, are perfectly acceptable for The Red Crown.
Julien Clément

The Red Crown 21


The Ocher Hill
This very short scenario, designed to be a first adventure for adult or child characters, has been played at a
number of different gatherings and events. It can be played out in just two hours. However, the Game Master
(GM) can easily build on it and flesh it out to adapt it to his objectives and the type of players and characters
that he is preparing this adventure for. It can even be added as a side quest for a longer campaign.
This scenario is designed for a group of characters that is made up partially or exclusively of Long men.
It can easily be adapted for child characters with just a few changes as described in the section on
characters.

A Quick Summary The Attack of the Beast


The players’ characters are accompanying the The PCs are travelling to the Ocher Hill.
shaman of their clan to look for red ocher, The shaman of their tribe, an old woman
a precious raw material that is important for named Lake Eye, is running low on red
the tribe. But just as they arrive at the sacred ocher, too low in her opinion to meet the
site where the ocher is to be gathered, an clan’s needs, so she has put together an
evil rhinoceros (or a wolf) attacks the old expedition to go and get some more. When
shaman and vanishes into the mist. The PCs the story begins, the shaman is guiding
will therefore have to enter the sacred site to the PCs to a magical place: the Ocher Hill,
take care of the wounded woman and gather similar to the ocher hills in Roussillon in
the ocher according to her instructions while the Provence region of France. The journey
warding off the spirits of the dead who takes them two and a half days and goes
would take her soul. Then they will have to smoothly.
face the terrifying animal roaming around Towards the end of the afternoon, as a thick
the edge of the site before they can return mist rolls over the landscape, announcing the
home, whether they have saved the shaman oncoming sunset, the PCs arrive in sight of
or not. a small orange-tinted mountain range, rising
up above the bushes of the steppe. Lake Eye
The Characters points out an opening, a few hundred meters
The PCs are young adults or children from ahead of the group, through which they will
their tribe. They can belong to the same enter the site.
clan or to different ones as they wish. One
of them could even be a Bear-man or Bear- Suddenly, a wooly rhinoceros appears out
woman, why not? Whether or not they are of nowhere and charges the group at an
hunters does not matter for the mission they incredible speed! Nobody heard it coming,
were given, or for which they volunteered. nor did they feel the tremor of its pounding
If required, to adapt this scenario to hooves on the soft ground of the steppe.
a group of child characters, you can Ask the PCs to carry out a Surprise Test
replace the rhinoceros with a large gray DT 7 (bonus for Sight of the Owl). If they
wolf. In this case, you will find the necessary succeed, they will manage, if they wish, to
changes detailed at the end of the scenario. hit the monster as it passes by them. If not,
then they can only try to hit it at a distance
once it has charged.
An adventure The wooly rhinoceros charges the shaman,
for Long Men, and her alone. It rams her with its horn, and
adults or children. then it tramples her. The first attack causes
A super easy
scenario to run. 12 Damage Points to the old woman’s chest,

22 The Ocher Hill


causing a shock to her lungs and internal plants. Inside lies a maze of valleys and cliffs
bleeding. The trampling that follows during through which runs a small, trickling stream.
the same attack causes 14 Damage Points to The entrance to the sacred site of the Ocher
the shaman’s right arm, and her bones are Hill is through a narrow gully – about six
broken on impact. steps wide and a hundred steps long –
between two high, yellow hills.
Once the rhino has gored and trampled the
shaman, it runs away and disappears out of The shaman is unconscious. The characters
sight. Any of the PCs who were not taken can give her first aid care (see Würm,
by surprise can still manage to land one page 63). The old woman’s condition is
hit while in hand-to-hand range. They also serious. Her wounds are very bad. To heal
have time for two ranged attacks before her, the PCs have three possibilities:
the creature disappears into the mist. The - Apply ocher to her wounds. Red ocher
rhinoceros will probably be injured by the eases the pain and helps wounds to heal.
characters, but they must not be allowed to - There are said to be medicinal herbs
kill it. The mysterious animal will be back growing on this magic mountain. They can
later to seek its revenge… If the PCs, quite search for them with a Gathering Test (DT
rightly, want to run off after their attacker, 5, bonus for Venom of the Viper). If they do
then make it understood that catching up this, then the shaman will gain 2d6 Stamina
with the wooly rhinoceros is practically Points the next morning.
impossible, and that facing it in hand-to-
hand combat would be very risky. Above all, - Counting on the fact that the shaman will
make sure that they understand that Lake wake up the next morning, the characters
Eye’s state requires her to be taken to safety. can prepare a warm and moist meal for
In fact, if the PCs come to her aid, the the next day, a stew, for example, rather than
shaman will ask them to take her inside the the dried, chewy meat strips that they have
magic mountain and gather the ocher, before brought as rations on their journey. They will
she falls unconscious. need to hunt or set some snares during the
hours of dusk. The hunt will allow them to
The Dying Shaman catch some small game (see Würm, page 43).
The sacred site is a strange enclosed The snares have a 2 in 6 chance of
mountain formation, surrounded by steep catching something during the night
hills covered in scots pines and all kinds of (see Würm, page 45).

The Ocher Hill 23


As the PCs set up a small camp and possibly If the Test fails, a series of wrong notes
share out the tasks to be carried out, Lake rings out in the sacred site, jarring the ears
Eye briefly regains consciousness, with a of anyone within hearing range. If nobody
sparkle in her eye. With a grip of steel, she manages to play the tune correctly, or if
seizes someone’s wrist. She knows that she they don’t see the eagle fly by, they will need
may be dying. So she strongly urges the PCs to decide whether to take the ocher all the
to carry out the rituals to take the ocher in same, or not. What could possibly go wrong?
her place! They must take her flute, play the
magic tune that she played for them a few Night of the Great Black Stag
times during the journey, and wait to see When night falls, the PCs may decide to take
if the guardian eagle passes overhead. If turns standing watch. If so, then whoever
the eagle passes, then they can fill the three is on watch around 4 in the morning (2
pouches with ocher. Then, they will need to hours before the dawn) sees a gigantic
spend one night – and only one – inside the Megaloceros appear suddenly at the top of
Ocher Hill to honor the Spirits, and leave the the Ocher Hill. He is convinced that it is the
next day to avoid angering them. Great Black Stag (see inset), come to collect
Note: the PCs can remember Lake Eye the spirit of the shaman to carry it away
saying at some point during their journey on his giant antlers. The PCs have time to
that it was absolutely forbidden to spend wake up and decide what to do. To stop the
more than one night in the Ocher Hill. It is creature taking Lake Eye’s soul, they have
said that those who disobey the law can be two options: either they can try to chase the
cursed – or worse. Megaloceros away by attacking it, or they can
try to negotiate with him, beg for him to be
The PCs easily find Lake Eye’s flute, made merciful and leave the shaman in peace.
out of a swan bone. They all more or less The huge animal’s dark silhouette stands out
remember the tune that the shaman played strikingly against the white disc of the full
for them over the last two days. It is in fact moon. To approach him, a Steady Nerves
pretty simple, and even if the characters Test (DT 7) is required.
are not accomplished flute players, the Test - To impress him enough to scare him away,
to play the tune is easy (DT 5, bonus for a difficult (DT 9) Shooting or Hunting Cry
the Song of the Blackbird – for talent and Test will be necessary.
skill, or for Wisdom of the Mammoth – for - To convince him, they must successfully
having perfectly remembered the tune). carry out a difficult Talks Test (DT 9).
If the Test is a success, the melody sounds
perfect, and the sweet sounds of the flute One way or the other, if the PCs manage
rise up into the twilight air. Ten minutes to approach the giant stag, it will run away,
later, the PCs see an eagle fly past. It is a either straight away or after a few minutes.
good sign, and they go to collect the ocher. The buck has the characteristics of a
A very easy Craft Test is required (DT 3) normal megaloceros. In fact, maybe that’s
to collect the best quality ocher, especially exactly what it is, but not as far as the PCs
the red, which is very sought after. Three are concerned. Make sure that everyone is
skin pouches were brought along for the convinced – at least for the first while – that
transport. this is indeed the Great Black Stag.

24 The Ocher Hill


The Great Black Stag is a sort of
prehistoric version of the Ankou
or Anubis. This terrifying animal is
the psychopomp Spirit that carries
the souls of the dead on his giant
antlers, to take them to the other
world, at winter's end. As far as the
characters are concerned, he is not
a god to be worshipped. Although
he inspires fear and respect, it
is quite possible to send him on
his way, by scaring him off like a
normal animal, or by negotiating
with him.

If the PCs do not attempt to chase the buck saw the figure of the wooly rhinoceros (or
away, or on the contrary welcome him and entrust of the gray wolf), outside the gully that leads
the shaman’s soul to him, the great animal will to the site, waiting to avenge the wounds
wander near the camp for a while, roar, then they inflicted on it. In fact, she wonders if
majestically walk away, showing no fear of the attack of this angry rhinoceros isn’t due
the humans. Not long after, as the first rays in some way to her late rival, Horn-Nose,
of sunlight are about to appear, the shaman the shaman of a once allied and now enemy
breathes her last breath. She is dead. The tribe. Their shaman wanted to take Lake
PCs will have to manage on their own for Eye for his wife, but she refused. His totem
the rest of the adventure. The first thing to animal was a wooly rhinoceros…
do is to decide if Lake Eye should be buried
inside the sacred site or if her body should Now that the old shaman has predicted the
be taken back to the camp (on a travois for creature’s attack, she will do everything she
example). can to prepare the characters for combat.
For example, she can try to enter a trance
Preparing for combat state and ask the Spirit of the Bison to help
If the PCs chased the giant stag away, the them. But she is still very weak. With her
shaman comes to in the morning. She broken arm, she cannot draw the figure of
regains Stamina Points depending on what the bison to help her contact the great spirit.
the PCs have accomplished: 1d6 or 2d6 if It will be up to one of the characters to paint
they made or applied some poultices. 1d3 the bison on the rock face with ground red
more if she can eat the stew and drink ocher. If the character does not yet have the
the broth, 1 point more if they thought to Painting talent, the test will be difficult (DT
spread ocher on her wounds. 9, bonus for Inspiration of the Rocks). If
If the shaman regains consciousness, she the painting is a success, then the shaman
congratulates the PCs and tells them that can enter her trance and contact the Spirit.
in her dreams she saw the Great Black Stag The Spirit accepts to grant all the PCs the
roaming near her. She also tells them that she Might of the Bison until the following dawn.

The Ocher Hill 25


If the drawing is a failure, the shaman can If they managed to play the tune, or if they
enter her trance state but the contact with waited for the shaman to wake up to do it,
the Spirit is blurry and uncertain. She can their protection level is 3 points.
therefore only guarantee that one of the PCs To complete their preparation, one of the
has the Might of the Bison bonus. PCs can conduct a ceremony to “warm up”
Note: if one of the characters already has the fighters (DT 9, see Würm page 40) to
the Might of the Bison Strength, there is no give them all a bonus of 1d6 on their first
change for him. If someone has Strength of Test, be it ranged or hand to hand combat.
the Bear, then the effects of both Strengths
can exceptionally be combined. The Final Clash
If the wooly rhinoceros was wounded the
Then, under the shaman’s supervision, the day before, it will have regained 6 Life Points
PCs can make and apply some body paint since then. The furious beast, which seems
with the ocher to protect themselves from to be forbidden from entering the sacred
the rhinoceros’s attack (the Blood of Ao, see site, attacks the group the minute they
Würm page 72). If the PCs do not have leave the gully. The PCs are already alert
the Body Painting Secret Skill, an easy Test and armed, so they will not be surprised
(DT 5) must be carried out for each person this time. They have one Combat Round to
whose body needs to be painted, thanks to attack the rhinoceros from a distance before
Lake Eye’s guidance. it arrives in hand to hand range, charging as
If the PCs took the ocher without having it comes (running target, 40 meters distance,
managed to play the melody with the swan and average range for a javelin).
bone flute, their protection is 1 point. This time, the wooly rhinoceros will fight
until it falls below 18 Life Points, at which
time it will attempt to flee. It takes 18
Damage Points to inflict a serious wound on
the rhinoceros (21 including its Thick Skin
protection).

26 The Ocher Hill


If the PCs manage to defeat the wooly The Big Gray Wolf
rhinoceros, it would be a great idea to If your characters are children, then a single
take a few trophies. If they don’t think big gray wolf attacks the shaman. He bites
of it themselves, the shaman will highly her throat badly, and then claws at her right
recommend it. The rhinoceros is a highly arm, causing 16 Damage Points for the bite
magical animal. The whole group can then (Critical Wound) and 5 for the arm. The rest
make its way back to the camp in triumph. of the scenario is the same, except during
If any of the PCs are severely wounded, the last combat, where the wolf will run if
they can take the time to tend to the wounds it has less than 7 Life Points left. Of course,
before they return to the camp. The shaman the wolf will be easier to defeat than the
can help them, if necessary by calling on a rhinoceros for children who get a penalty of
miraculous cure, if the GM is in a generous -3 for all Damage rolls (see Child weakness).
mood. If the PCs are not back at the camp Dodge 8; Thick Skin 1
seven days after they left, then a group of LP 21
people from their tribe will go out looking Initiative 2d6
for them. Attack(s) [1]: Bite 3d6 (1d6+2 Damage
Points)
The Wooly Rhinoceros Running 9; Alertness 12;
Dodge 5; Thick Skin 3 Steady Nerves N/A;
LP 54 Special Abilities:
Initiative 2d6 Tracking: the wolf is better than anyone else
Attack(s) [1]: Horn 2d6 (3d6 Damage at following a trail (4d6). It can run for great
Points); Trampling* 3d6 (4d6 Damage distances without tiring.
Points)
Running 9; Alertness 9; The Megaloceros
Steady Nerves N/A; Dodge 6; Thick Skin 1
Special Abilities: LP 42
*Trampling: a character hit by the charge of a Initiative 2d6
wooly rhinoceros must carry out a Strength Attack(s) [2]: Giant Antlers 2d6 (3d6
Test (DT 12) to avoid being knocked over, Damage Points); Bucking 2d6 (1d6+2
and risk being trampled in the same combat Damage Points) ; Trampling* 2d6 (3d6
round. Damage Points)
Running 9; Steady Nerves 9; Alertness 9
Prestige and Experience Special Abilities:
Everyone gains 1 Experience Point. *Trampling: a character hit by the antlers of a
For gathering the red ocher, the PCs each megaloceros must carry out a Strength Test
get a share of twenty Generosity Points. For (DT 9) to avoid being knocked over, and risk
saving the shaman from death, they get a being trampled in the same combat round.
share of thirty Generosity Points. Last but
not least, the PCs get a share of twenty-four
Bravery Points for defeating the rhinoceros.

The Ocher Hill 27


Lake Eye, the Shaman
She is very short and very old. Her still-beautiful
gray-green eyes twinkle with mischief, and her
face is wrinkled like an old apple. She wears
many necklaces made of animal teeth or
seashells. Her long silver hair has a great number
of bird bones and great eagle feathers plaited
into it. She leans on a gnarly old stick when she
walks, and she also uses it to whack the ankles
or buttocks of rude or careless youngsters.
Dodge 5; protection 1 point
(animal skin clothes)
Stamina Points 20
Initiative 2d6
Attack(s) [1]: Magic Stick Hit 2d6+1
(1d6-2 Damage Points)
Running 5; Alertness 10
Special Abilities:
Lake Eye’s Strengths are: Hand of the Ancestors,
Sight of the Owl, Wisdom of the Mammoth,
Inspiration of the Rocks, Rise of the Eagle (charm),
Eye of the Panther (charm), Protection of the Vixen
(charm). She is Weak. Her old age causes her to
lose 2 Dodge Points, 2 Running Points and
4 Stamina Points

Emmanuel Roudier

oLegends of the Torn Mountains Clan


One day, Rearing Horse got lost in the mists for over a moon.
Hungry and lost in the mountains, he found shelter in what turned out to be the lair of a terrifying red bear.
The red bear was about to eat him up, but his wife was impressed by Rearing Horse's bearing and insisted that
her husband let him share their shelter. There was a whole aurochs carcass in the cave, but the red bear only gave
Rearing Horse a tiny piece of meat. Then he grumpily declared that it was time to sleep and grudgingly invited the
man to sleep beside them.
Soon the bear was snoring so loud it made the cave walls shake.
"What are you waiting for?" said the she-bear, winking at Rearing Horse.
"Huh?" replied Rearing Horse.
"Go on, you know you want to,” purred the she-bear. "When he's sleeping like that he won't wake up until the
spring!"
So Rearing Horse jumped up, gave her a cheeky wink and... scoffed down a huge chunk of aurochs meat!
(This story always makes the men of the Torn Mountains clan laugh long and hard. And when they do the women
usually send them off to do some chore or other.)
Olivier

28
What Lies in Wait
A few moons ago, the Earth shook. Since that day, a strange illness has struck the clan.
Can the PCs find a cure, with the help of the Long Men who have recently settled in the area?

The Same Old Nightmare The Terrible Truth


The shadow of Grandfather Bear fills the space “During the time of the eternal ice, the Red Spirit
between the earth and the sky. He screams in pain, reigned alone in the valley. Grandfather Bear
so loud that it hurts your ears, while the evil light of came to challenge him and tricked him out of his
the Red Spirit devours his substance. The Spirit of beautiful, magical color. The Spirit was banished to
your ancestors wavers and falls heavily, crushing you the Otherworld, but he swore that one day, he would
when it lands. return to reap vengeance upon the children of the This is a scenario for
Great Bear.” a beginner or seasoned
Once again, tonight the PCs wake up in a (Secret legend of the valley of Bear Rock) GM and a group of
cold sweat. Since the day the earth shook, Bear-men characters.
and the strange sickness appeared, nothing Viper, the wife of Teardrop the late
has felt right. The first victim of this shaman, is not dead. She has lost her mind
sickness was Teardrop the shaman, then but she survived trying to kill herself (see
others close to him. A child was born with The clan of Bear Rock below). She now
malformations. Some people seem to be believes that she is the incarnation of the
losing their minds. Even the animals seem to Red Spirit, who has convinced her that the
have changed their behavior. And the season newcomers to the valley are the source of
of the Big Sleep (winter) is getting ever all the tribe’s misfortunes. She focused all
closer… her hatred on the Long Men, and she has
The Elders predicted it. If the hunters do been persecuting them since she disappeared
not recover soon, there will not be enough (by chasing away their game, lighting fires,
of them to go ahead with the great hunts attracting predators).
during the migrations, and the clan will not When a hunting group of Long Men set up
have enough to build up a stock of food camp inside a network of caves to shelter
for the ice season. It will bring famine, and from the rain, she interpreted an earthquake
death… as another sign from the Red Spirit, and she
The clan has visibly lost the favors of its caused cave-ins to block their way out.
Guardian Spirit, the Red Bear. To add to
their misfortune, their “cousin” clans, with She will do everything she can to cause
whom they have many marital connections, the failure of the PCs’ mission. To begin
are too scared of being contaminated by with, she will leave increasingly threatening
their curse and refuse to help… “signs”, then she will sabotage the attempt
to save the Long Men, and as a last resort,
The tribal council doesn’t know what to she will use trickery and violence to prevent
do, and they have asked the bravest clan the PCs from reaching the cave of the Red
members (well, the only ones who are not Spirit.
sick!) to go and ask a mysterious wandering
clan of Long Men for help.

What Lies in Wait 29


The Bear Rock Clan (Patrilinear structure, Châtelperronian)
The camp of the Player Characters' (PCs) clan is set up on a mountainside, under a rocky outcrop that
vaguely resembles a bear. Their spacious cave looks out onto a small plateau that gives them a beautiful
view of the valley, and therefore a good lookout spot for the passage of the great herds during the
spring and fall migrations.
To the West, a waterfall (the Aley river) provides a constant supply of water. The river then runs down
to a small mountain lake (the Puddle), with banks covered in sweet-smelling herbs where the “small
game” animals sometimes come to drink (ibex, wild boar...).
The bottom of the mountain is bordered by a strip of woodland – the Dakk forest, subject of many a
scary tale – and beyond that stretches the steppe of the Bear Rock valley.
A few members of the Bear Rock clan:
Teardrop: even though he passed away several moons ago, the former shaman still retains all his
prestige among the clan. Crushed by her grief, his wife Viper had set up a form of worship to his
memory. The inconsolable widow ended up jumping from the top of the waterfall…
Grandfather Elm: the Voice of the Ancestors is a well-aged old man who no longer wanders
far from the cave. Although he is blind, he seems to have a supernatural sense of what kind of
mischief the children are up to while he is watching them.
Spike is the last “able-bodied” hunter in the tribe. This former tracker lost an arm two summers
ago. Now an expert in tanning and basketwork, he had to start hunting again to feed his people,
and his handicap prevents him from going after larger animals…
Sprogs: this old woman is the tribe’s midwife. She is also an amazing gatherer who knows the
mountainside like the back of her hand.

30 What Lies in Wait


Viper should remain an invisible but An Emotional Return
increasing threat up until the perfectly Tonight, the Long Men’s village is
dramatic moment where she will reveal celebrating. The shaman will ask for the
herself in person, with all her madness Elders’ advice. Their response is rather
and hatred. Because of the rage bottled up unexpected: they ask for the Bear Spirit to be
inside her, she currently has the Strength of freed. They are probably referring to the red
the Bear and gets a bonus of +1 for all her she-bear trapped in the caves, or to her Spirit
hits during combat and for all her damage if she has died. In the latter case, the shaman
rolls. She wields a huge club and throws big will reveal why she was so aggressive: she
boulders. Bear in mind that the PCs, thinking was protecting her cub from the intruders.
at first that she is a ghost, will have to pass They all need to pull together to open up
a Fright Test (DT 9) or fight in a state of the entrance to the caves where the cave-in
superstitious terror (penalty of -2 for all their occurred. Helped by the PCs, the strong
tests). men of the Big Horse tribe will work as
long as it takes to completely open up the
The Tracking Begins entrance under the rock porch. This will
The earth is shaking again. Guided by trance take a full day’s work, and they will need to
visions or by their tracking skills, the PCs can work carefully to avoid any injuries with the
find out where the lost Long Men have gone. large rocks constantly in a delicate balance.
In Deervale, the next valley over, a half-day’s If the PCs did not kill the red bear, they will
walk to the South. The hunters are blocked discover her dead body all the same. Hungry
by a series of cave-ins inside a labyrinthine and exhausted, she did not recover from her
network of caves, with a red she-bear who wounds (those that the Long Men inflicted,
is not at all happy about the presence of for example). Only the bear cub is still
these humans. alive, and he will run away without a second
thought, guiding the group to… the PCs’
Digging out the rocks at the entrance is village.
not feasible for the group of PCs for the
moment, but they can see down through The young bear will head up the valley to
the shafts that lead up from some of the the source of the Aley, the river where the
galleries to find the terrified Long Men, clan of Bear Rock gets their drinking water,
who are now hungry and terrified by the far downstream. This is usually a place that
game of cat and mouse they are playing with is taboo, as the mountaintops belong to the
the angry bear (who has already gobbled up Spirits.
a few of them) A few good ropes should be The PCs will discover here that a landslide
enough to get them out of there. has caused the small stream to leave its
But Viper is not having it… bed and run through a cave with red stone
walls and a devilish stench (a vein of
Note: we suggest that the GM draw up a map mercury sulfate crystals* - also known as
of the underground cave network, as simple red cinnabar) before returning to its natural
or complex as he wishes and has time for. course, tainted by the evil vapors...
(*yep, heavy metal pollution: it’s a problem
that goes way back...)

What Lies in Wait 31


The Big Horse Clan (Matrilinear structure, Aurignacians)
The travelling camp of the Long Men (Homo Sapiens) is set up at the southern end of the valley overlooked
by the Bear Rock clan’s camp. Usually the two clans avoid each other politely, occasionally exchanging gifts to
maintain good neighborly relations (ritual gift exchanges).
The group of messengers are free to take 15 exchange value points worth of gifts from the clan’s reserves
(see Würm page 100) to give to these strange Long Men and win their favors.
The journey will barely last more than a day. Possibly one night more, as it is customary that one should only
arrive at another clan’s camp at daybreak. It is up to the PCs to decide otherwise. Set up on the top of a hill,
the Long Men’s camp is made up of leather tents and surrounded by strange totems made of sculpted wood.
Only women, old men and children are visible.
After a cautious approach and the ritual exchange of gifts, the Big Horse village will give the messengers a
warm welcome and take them to see their Elders, some of whom speak their tongue. The Elders will pay
close attention to their tale and explain that their clan too is in a difficult situation. Their hunting group
should have returned from their hunt a week ago already, and without the precious fruit of the seasonal
hunts, their tribe too will have little hope of surviving the winter.
They will be willing to help the Bear Rock clan... in return for their help in finding their hunters first.
A few members of the Big Horse clan:
Rabbit is the clan’s shaman. He is an old man, riddled with arthritis, with a great sense of humor. He is
very proud of his rabbit skin hat with its crumpled ears.
Ears is the Voice of the Ancestors. She is the oldest member of the tribe, and grandmother to half of
them. She is known for her difficult personality. It is said that she once fell in love with a Bear-man.
Quick Crane is the daughter of Spear, the hunt leader. She is curious to a fault, and more than willing to
use her charms to convince a handsome Bear-man to help save her dear father…
Little Horse, an old berdache (man-woman), is still rather attractive. If the Elders of the village can
more or less speak the language of the PCs, she speaks it fluently. She is an excellent scout, but she
doesn’t know the valley as well as the members of the Bear Rock clan.

32 What Lies in Wait


It won’t be very hard to give the water Spirit
its purity back: all they need to do is return
the river to its original course by clearing
the rocks. It would also be a good idea to
perform a beautiful ceremony of thanks to
the Bear Spirit. As if to confirm the Spirits’
approval of this purifying action, the PCs
will see a herd of nice fat ibex appear close
by (about twenty of them) that they can hunt
with a bonus of +1 for all their rolls.

Epilogue
Things are gradually getting back to normal.
As both their tribes are temporarily
weakened, the Bear-men and the Long Men
will join forces to take part in the seasonal
hunts for reindeer and aurochs together. The
event will be celebrated with a great painting
on the walls of the cave in Deervale, now
known as the “Cave of the Mother Bear”.
The cave will become the new initiation The Red She-Bear
place where the shamans of the valley will Dodge 6; protection 2
come to experience their visions. In fact the LP 36 out of 48 (the Long Men have already
shaman of the Long Man tribe will initiate injured her a few times)
the new shaman of the Bear Rock clan there Initiative 2d6
to show his thanks. Attack(s) [2]: Claws 3d6 (3d6 Damage
Points); Bite 3d6 (2d6+2 Damage Points)
The tribal council will ask for the PCs’ Running 7; Steady Nerves 12; Alertness 9
opinion when it comes to deciding what Special Abilities:
to do with Viper (whether she is their Bear Hug: a bear that has managed to hit its
prisoner or whether she’s dead). Can she opponent in two Combat Rounds in a row
be healed (exorcism)? Should her body be can attempt a Wrestling Test (4d6) against
given the funeral rites or should her Spirit be him during the third Combat Round. If
condemned to wander restlessly? the Test is a success, the bear inflicts 2d6
Damage Points on its victim per Combat
The Long Men will continue their journey Round for as long as it can maintain its hold,
once the Spring has come. Maybe they will and any bites land at 4d6 instead of 3d6.
leave behind a little hybrid child, a sign of
things to come. But that is another story...

What Lies in Wait 33


Viper
Dodge 7; Protection 1 (animal skin clothes)
Stamina Points 30
Initiative 2d6
Attack(s) [1]: Oak Club 2d6+1 (3d6+1 Damage Points)
in hand to hand combat, or Rock 2d6+1 (2d6+1 to 4d6+1
Damage Points) in ranged combat.
Running 7; Alertness 7
Special Abilities:
Fearsome Figure: the Bear-men who see Viper, thinking she
was dead and finding her disheveled, her face contorted
with madness and hatred, must carry out a Steady Nerves
Test (DT 9), or fight in a state of superstitious terror
(penalty of -2 for all their Tests).
Strengths: Venom of the Viper, Heart of Ice,
Cunning of the Weasel, Strength of the Bear
(as a consequence of her insanity).
Olivier Castan

oLegends of the Torn Mountains Clan


Horny Bear was the best wrestler in the tribe. But his dream was to become the best wrestler ever, and become
a legend.
“Oh wise Clear Sight, sometimes I win, sometimes I lose. How can I always win and become a legend?”
“Hmm... You leave too much of yourself to one side. Look at all the children you have! Our enemy Orh Thek
doesn’t have a single child to look after! He is still as strong as ever!”

One morning, Horny Bear gathered all his children on the riverbank. He thought long and hard, then picked up
his biggest son... and hugged him tight. Then he led them back to the village, eager to make yet another child
with his wife.

Hiding behind a grassy knoll, Cheeky Bison let out the breath she was holding. She threw her dagger in the river
and ran to make herself beautiful and await her impossible husband.
Olivier

34
The Great Silence
The Great Silence is the tale of an epic and magical quest, where the players’ characters have to
go looking for a way to lift a terrible curse. This adventure takes place in a region about five or
six days’ walk to the north of today’s Auvergne region in France, near the Allier river (known here
as the Winding River). The players come from the Rock Tooth clan, a tribe of Long Men, but the
GM can change this as necessary. The same goes for the whole cosmology described in this scenario.
Although this adventure is primarily designed for a group of Long Men characters, it is perfectly
possible to change this starting situation and take a group of Bear-men on this journey. If this is the
case, it would still be preferable that Bone Leg the witch and the Flaming Spears tribe remain
anatomically modern humans.

Prelude
When time began, Xa Nok, the dark Spirit of the night, fought Xa Zerun, the fire in the sky,
for control of the heavens and all that lives beneath them. Each in turn gained the upper
hand, leaving deep marks on the body of Sura, the mother of all things. For uncountable
seasons, the dark and the cold covered the earth in a cloak of ice and darkness. But little
by little, the warm season became hotter, longer, and everyone saw this as a sign of the
imminent victory of Xa Zerun.
When he saw this, the Spirit of darkness became very angry, and could not bear to lose his
grip in the world, even a little. So, with the help of Kasae, mistress of ice and blizzard, he
bestowed a dark gift on the inhabitants of the lands below.
A great quest
From the farthest corner of the sky, he threw down a rock of hatred and rage that liked with a few twists
nothing better than the silence and darkness of its infinite journey. As it crashed down in for a group of
a roar of fire and dust, the hateful Spirit that lived in the rock soon realized that its eternal Long Men.
wandering had come to an end. The silence of the void had given way to a cacophony of
sounds, smells, movements and living things. Overcome with rage, it sought to corrupt
everything around it, and soon the plants began to wither and the animals fled. To appease
this new monstrosity, all the living things around the shard of rock fell silent.

The Thorns clan, who worshipped the sun, the eye of Xa Zerun, lived not far from there.
The Long Men were concerned and curious, so they approached the rock, a huge clump of
icy, black crystal that they called Xa Nok’s tear. When they saw the devastation of the flora
and fauna around the crash site, and the nightmares that haunted their nights, their shaman
recommended that they carry out a long trance to implore the assistance of the sky-fire.
Weakened by their bad dreams, upset by the presence of the shadowy rock, betrayed by one
of their own who succumbed to the lies and promises of the night Spirit, they failed. The
ritual that was supposed to guide them corrupted them, and they became Dark Dreamers,
working for the night Spirit.

But the bad news did not stop there. The forest where the rock crashed was on the migration
path of a great herd of reindeer, led by Frosted Antlers, a majestic buck possessed by an
untamable Spirit of nature. He refused to submit to the will of the evil meteorite. He entered
the icy forest alone and charged the rock, trying to crush it in a titanic effort. But although
he tried with his whole mind and his whole body, he couldn’t break it. In his defeat,
the rock corrupted him and he too became an agent of hatred and rage...

The Great Silence 35


The Rock Tooth Tribe Wild Dawn is a stunning woman with ebony
hair and eyes. She is a talented charm maker
A few days walk away from this sparse forest
lives a community of hunter-gatherers. and well on her way to become a shaman
One fine day during the warm season, (she has yet to master Exorcism and Animal
the members of the tribe go off hunting Form). Singing Stone is a mystery for his
reindeer, their favorite big game animal. As own people: he spends most of his time
they follow the tracks of a young solitary with the women and dresses like them. Even
male, they are led to this forest, one they had though he has seen thirty winters, he still has
always been rather wary of, out in the great no woman or children. He is tall, slim and
silent land. surprisingly beautiful. But he has been fragile
since he was a small child. He is an astute
The characters are part of the Rock Tooth man. He is incredibly talented in all the arts
tribe, Long Men of the Aurignacian culture. of the Aurignacian culture.
The tribe’s name comes from the rocks
that surround the cave where, long ago, the The other members of the community are
ancestors met the lion that became their the eleven children. There is a roughly
Guardian Spirit. even gender distribution. The family line is
defined by the mother, and their exogamic
There are thirteen men in the tribe. They system works on the patrilocality system.
all wear necklaces made of seashells and The Rock Tooth tribe’s main game animal is
lion teeth. Glowing Lion is the hunt leader; reindeer. There are plenty of them and the
Silent Crow is a fearsome but silent javelin tribe is prosperous. Bellies are full and illness
thrower, Bear Arms is a sturdy and rather is rare.
hairy chap. Two hunters are still in initiation:
Moon Stone, a gifted flint crafter, and Guardian Spirit
Rumbling Sun, cheerful and daring. Night Kaoro is the Spirit who watches over the
Claw (36 winters) is the tribe’s chief. He is fate of the Rock Tooth tribe with the help
admired for his wisdom and his generosity, of the ancestors. He was the one who, long
and he is said to be touched by the Spirit of ago, taught the Elders to hunt (see inset on
the Great Lion. Thunder Heart (38 winters) next page). In return, the men promised that
is an accomplished shaman and an Elder. they would never kill a lion, unless it was in
Everyone looks to him for his wise counsel. self-defense. The majestic feline is therefore
He is a very tall man, who has retained all his the totem animal for the whole community.
energy. Their main rituals are chants and dances
that are carried out before each hunt and
There are fifteen women in the tribe. each combat, but also every day at dawn to
Summer Snow has had white hair since salute the flaming star and at dusk to request
birth. She has the knowledge of the winter protection from the evils of the night. The
women, witches who follow the teachings of heart of a defeated animal or enemy is
the taiga and the tundra. She is the wife of always given to the Great Gray Lion, and a
chief Night Claw. Starry Mane is very old short prayer of appeasement is said to honor
(44 winters). Her hair is studded with bone their bravery. The rituals carried out on some
stars, and she is the Voice of the Ancestors. special occasions can refill the Manna pool.

36 The Great Silence


The Origin of the Tribe
Legend has it that when the tribe’s ancestors arrived in the region, they were haunted by the ghost of
annihilation. They were exhausted by a long and painful exodus that had shaken their every belief, and
they were being hounded by a group of cruel and aggressive Bear-men.
Then, one fine day, as they were searching in vain for something to hunt, the ancestors heard a deep
and majestic roar, followed by the sounds of a fight so intense that they thought two giants were
fighting each other on the peaks above them. They were curious, and they climbed the soft slope
leading up to the top.
Up there, in front of the entrance to a cave, the most impressive lion they had ever seen was sitting
next to the body of a gigantic bear with red fur. The wild beast’s eyes were full of intelligence, cunning
and determination. The beast bounded away in a single leap, leaving the stunned ancestors with a huge
and unexpected gift of meat. They feasted upon it.
Later, their dreams were filled with the presence of the lion, which they named Kaoro. Guided by
the lion Spirit, they met other communities who were also fighting the dark Bear-men. Together they
managed to defeat them. They tamed the dangers and discovered the resources of the area and settled
in there, on that soft slope, at the entrance to the cave where they had first met the giant lion. The
cave looked out over a rushing river with crystal clear waters and a sandy bed. To the south, the steppe
spread out like a beautiful green ocean as far as the eye could see. To the north, at the foot of a rocky
range, a large wood cast a mysterious shadow over one of the river bends. It was a perfect place to raise
countless generations.

When tribe members die, their heart and Allies


liver are left open to the judgment of the The allies of the Rock Tooth tribe are the
winds, then their body is given to the wild Thorns, who live deep in the Whispering
animals if they are found worthy. Only their Woods, and the Gray Braids, who live on
skull is kept in the sanctuary of the cave. the banks of a wide river to the west of the
great steppe. These are the tribes they fought
Taboos with long ago against the Bear-men, who
Incest taboo, cannibalism taboo, totem taboo worshipped the darkness and ruled the whole
about the killing of lions. land, or so the ancient stories say. Since then,
every time summer returns, the three tribes
Secret Combat Techniques meet during the great hunts to celebrate new
The tribe Elders know the techniques of unions. These meetings take place around a
Melee, Impaling and Flight of the Snowy Owl. small lake, under the shadow of a single great
Night Claw and Bear Arms can teach the boulder, worn down by the weather. The
science of Melee. Glowing Lion is a master place is known as The Sleeper as the Elders
of Impaling and Silent Crow of the Flight claim that the rock is a sleeping giant.
of the Snowy Owl.

The Great Silence 37


call rings out in the forest. A young and
powerfully built male reindeer, his antlers
already fully grown, is standing a few steps
away from them, so near yet so far away. He
seems to be the only animal around, and his
challenge is clear: “Face me, hunters, if you
want to eat!”
The young buck then runs off into the
woods. To keep him in sight, they will need
to carry out Running Tests (DT 5 due to risk
A Strange Hunt of tripping), opposed to the prey’s Running
The players’ characters are part of a hunting score. The distance between them and their
expedition led by Glowing Lion. The other prey is about thirty meters to begin with.
members of the group are Silent Crow and The animal is weaving between the trees, and
two young hunters who are undergoing their hitting him with a throwing weapon will be
initiation, Rumbling Sun and Moon Stone. difficult (-4 penalty on Tests: -2 for the plant
It is the warm season. Because of the heat, cover, -2 for a running target). If the men
all the hunters are wearing simple loincloths lose sight of the reindeer, they can always
or skin tunics (0 Protection Points). track it (DT 5). The calls of the young buck
will spear them on if they get disheartened.
Summer is already well under way, and there The trackers can notice (DT 5) that the
should be plenty of game. There have been forest is completely silent and that this is
plenty of reindeer herds around since they extremely unnatural.
were led there by a splendid beast: Frosted
Antlers. This huge buck, with his gigantic What if...
frost-covered antlers, efficiently protects Your players are wary about running into the
his herd and gives them the energy they forest after the animal? The young Rumbling
need to face predators and overcome the Sun won’t be. He will rashly run off in
harsh winter conditions. Strangely enough, pursuit, and Glowing Lion will not let “that
this morning the great herds are not on the young idiot get lost” or even “get butted by
plateau where they usually come to graze. It those antlers”. If you don’t want to force
is not difficult to track them though. Their your players’ hand, you can have them
tracks are obvious (DT 3), even though they encounter the corrupted reindeer (see details
are not all that recent. in the following paragraph) at the edge of
After two days walking west, the hunters the forest, or even out on the steppe.
finally arrive at the edge of a sparse birch
forest: the Whispering Woods; a frightening Frosted Antlers
place (but not taboo) where strange sounds As soon as the Game Master decides the
can be heard. The herd’s tracks lead here, time is right, after leading the PCs on for
but the reindeer are nowhere to be seen, and a while, the real encounter of this hunting
their tracks do not seem to lead in between expedition appears from behind a huge
the trees. Just as our hunters are beginning tree, sealing their fates. A gigantic reindeer,
to feel rather disheartened, a challenging a truly terrifying sight, stands before them.

38 The Great Silence


The characters recognize him: it’s Frosted
Antlers, the leader of the herd. But there is
nothing left of the majestic animal they once
knew. His coat is exuding a mixture of pus
and blood, his nose is covered in a green
slime that crackles evilly when it drips to the
ground, his eyes are nothing but darkness
and his huge antlers are covered in ice
crystals. The beast is nothing more than an
evil creature filled with rage and hatred.
The monstrosity then lets out a great
roar that would freeze even the bravest
of warriors on the spot (DT 9 for Steady
Nerves), then it charges the Long Men,
reversing the roles of hunter and hunted.
Moon Stone and Rumbling Sun only fight
from a distance. The great buck fights to
the death. When it comes, in one last effort,
Frosted Antlers looks around at each of A pale Glowing Lion says that he knows a
the hunters who fought him hand to hand. witch called Bone Leg who has found shelter
Each of them clearly hears the words of a in some caves a few days south of here. The
desperate curse form in the depths of their Elders mentioned her during the last clan
mind: gathering at the beginning of the season of
Xa Zerun. Maybe she could lift the curse...
“My blood that you have spilled, Glowing Lion refuses to return to the camp
Covers those who have killed. and suggests they should explore the forest,
Drunk with hatred and fears, for the great buck came from the heart of
From now on will you live, the woods. The hunt leader also suggests
Sorrow, terror and tears, that they send the two young hunters back
To your herd will you give.” to the camp to let the Rock Tooth tribe
know what has happened to them, as they
were not touched by Frosted Antlers’ blood.
The Options Silent Crow will only give his opinion if he is
From that moment on, the PCs can feel a asked directly, and will hesitantly answer that
shadow weighing on their heart: days of he agrees to explore the forest to discover
sorrow are upon them. The unnatural silence its mysteries. He does not want to return to
of the forest is even more noticeable after their camp, and thinks that the cause of their
the combat has ended. It is time to make misfortune is in the woods. Moon Stone and
their choice: return to their own camp and Rumbling Sun are unsure about going back.
cause the downfall of their own people, Moon Stone remains calm, and suggests
explore this silent forest to discover what that they should go looking for the witch.
caused the great buck’s corruption, or look Rumbling Sun is all fired up and doesn’t
for help elsewhere? want to be sent back to the tribe.

The Great Silence 39


The PCs may come up with other options. pain. The earth has turned a sickly color. The
They should take part in this decision and trackers will have to take a Steady Nerves Test
realize just how rare it is for young hunters (DT 7) to continue to move forward in this
to be given a say in their own destiny. nightmare landscape. A failure on this Test
Usually, the tribe’s Elders make the decisions means that the character doesn’t dare to go
for the whole group. The silence, growing any further into the woods. For those who
ever more oppressive, should weigh on their are brave enough, the answer to their many
choice. The woods seem to be an enemy questions is close at hand.
in their own right, but it is a good idea to About a hundred steps further, a desolate
explore them to resolve the mystery of the landscape appears in front of the PCs:
corruption of the legendary animal. Then mounds of earth that look like the bruised
they can go looking for Bone Leg the witch lips of a gigantic mouth, trees sticking up
as a second step. through the ground like broken teeth. The
The only really bad choice would be to go whole area looks like the maw of a Leviathan,
back to their tribe’s camp and therefore screaming silently at the heavens.
contaminate the whole community with At the center of this chaos, a black stone
the curse they carry. If they did, then roughly the size of a man is stuck in the
they would lose a considerable amount of upturned forest floor. An aura of hatred
Prestige Points. and anger is radiating from the stone. A
wide crack runs down the stone from top to
What if... bottom. After a quick look around the area,
Your characters want to go to the Thorns’ they can see traces of a struggle (trampled
camp? Make it clear that they would be earth, bits of reindeer antlers, shards of
endangering their allies. The other members black stone...). The PCs are therefore in the
of the team do not like this idea. If they presence of the thing that corrupted the
manage to convince their companions nature of the great buck. There is no doubt
through persuasion or persistence, then do that the rock is emitting an invisible veil of
not block them. Visiting the camp of the fury. Each of them feels a strange anger
Thorns clan can teach them a lot. (See the rise within them towards everything nearby:
description of the Dark Dreamers in the animals, plants, and humans. They must leave
appendix.) the area very quickly or they will end up like
Frosted Antlers. Any attempt to destroy Xa
The Whispering Woods Nok’s tear is doomed to fail.
Following the tracks left by Frosted Antlers
will not be all that hard (DT 7). They lead into The Journey
the heart of the forest, which is filled with a The cursed PCs and their companions
deathly silence. Everything seems still, as if cannot return to their clan, so they will need
waiting to be delivered from an evil presence. to find outside help. Bone Leg the witch
There are no animals in sight, not even an is their only hope. They don’t know much
insect. But the worst is still to come. After about her. During the last clan gathering,
an hour’s cautious walking, the PCs discover at the beginning of the warm season, the
plants and trees that are completely twisted, Elders of the Thorns clan mentioned that
like a human would be if they were in intense she lived in the caves two days south of the

40 The Great Silence


Whispering Woods. She is a tall redheaded Bone Leg
woman who walks with a limp, always carries The Cursed Ones finally reach the hills
a gigantic club and wears all kinds of strange where they can find the witch’s caves.
charms. Nobody has ever come close Finding her lair will require them to carry
enough to her to engage in conversation. out a difficult Tracking Test (DT 9).
They therefore know nothing at all about her A narrow path winds its way along the edge
intentions. They will need to win her favors of a short cliff to her cave. The opening
by bringing quality gifts. of the cave is partly covered by plants.
As they enter, they can see a fire burning
The PCs have two days’ journey to find at the back of the cave, its smoke rising up
something to win her over with. The forest through a natural chimney. The cave is well
can provide rare plants, on their travel furnished with furs and branches, and it
they can find animals for meat and pelts, seems very comfortable. It’s pleasantly warm
or maybe even interesting rocks (see the inside. There are high quality paintings on all
rules of hunting and gathering in the core the walls. There are things hanging all over
rulebook, page 42 to 46). 15 to 20 Trading the place: bone, stone and ivory trinkets,
Value Points seems to be a pretty good charms, bunches of rare and fragrant herbs,
amount to start their negotiations. The dried animal remains... They can also notice
journey lasts for two full days, and it can be the presence of a passage leading to other
interesting to develop on it. They will need parts of the cave. They can also hear the
animals for food, and they can come across crystal clear sound of trickling water far
predators, depending on the strength of your away. In the middle of all of this, a tall
players’ group. Under the influence of the woman with bright red hair is waiting for
curse, these animals will always be dark and them, leaning on a large club made of wood
aggressive. Even characters who have the studded with stone shards. Despite her
Grace of the Swan or the Song of the Blackbird fearsome appearance, she is not uncomely,
Strengths won’t be able to calm these fierce in fact far from it. She seems to have a
animals. They will have to fight them, and magnetic personality. All those who meet the
risk increasing their rage. green flame of her gaze find it hard to look
away.
Suggested Encounter: When the PCs arrive in her lair, she speaks
A pack of red wolves, led by a vicious alpha in a gruff voice: “The night’s whispers have
male, is harassing the PCs. They are always preceded you.” Bone Leg invites her guests
on their heels, trying to grab the fruit of to settle comfortably and, according to the
their hunting or scaring off the game (as you rules of hospitality, offers them food and
prefer), the canines can even attempt to attack water. In turn, it is time to offer their gifts,
the weaker members of the group. When and each of them is examined with care. She
night comes, their presence is even more then encourages the PCs to tell her about the
noticeable as they prowl nearby. events that have brought them to her. After
Only a good fire will keep them at bay. a moment’s thought, she mentions that
They are excellent trackers and tireless she had dreamed the arrival of travellers
runners. Trying to lose them or distance them marked by the shadow, looking for
will be a tough task. information.

The Great Silence 41


She will need the counsel of the Spirits to
understand how to get rid of this curse and
end the stone’s influence. A trance ceremony
is required for all. However, before she will
give her help, Bone Leg wishes to negotiate
three things: the first is the broken antlers of
the great buck. The second is a shard of Xa
Nok’s tear. And the third is a companion for
the next six seasons (three years). The only
negotiable part is the duration for which her
husband must remain (two seasons less), but
she will choose him herself from among
the PCs. Once the negotiations are over, the
ritual can begin.

As the PCs are not shamans, swallowing a


magic drink will help them to cross through
the many circles of consciousness. Before
that, they will need to purify their mind
and body. They will wash their bodies clean
of any impurities by bathing in a natural Then they are finally given the ceremonial
pool in one of the caves, where the water drink, bitter and spicy. It triggers strong
has purifying properties. To honor the alternating feelings of heat and cold. Have
underground river, each of them will need the PCs undergo a Test to enter their trance
to give a little blood by cutting their chest state (DT 7, the drink gives them a bonus
with a ceremonial knife provided by their of 2 for their roll). After the Test, the PCs
hostess (-1d3 Stamina Points). To purify all feel a violent prickling sensation all over
their minds, a fast of a full day and night will their skin, then they feel as if their skin was
be necessary: hunger refines the thinking leaving their body, layer after layer, until they
and heightens perception. They will spend can see their internal organs! These images
that time meditating to come closer to the are accompanied by violent spasm and
Spirit world. The witch will use this time to cramps. Let your players have a moment of
prepare the elixir, well away from them to doubt where they wonder if they have been
protect her Secret Skill. poisoned, or if they have failed.
Once those steps have been carried out,
Bone Leg comes to get the PCs, wearing At last, the PCs fall into blissful
her shamanic outfit: her body is completely unconsciousness. For those who did
painted, and naked except for a panther pelt, not manage to enter a trance state, the
reaching from the animal’s mouth which experience ends there. The others are hit by
covers her head all the way down to her unbelievably strong visions, a different one
feet. The shaman then covers their skin with for each person. Here are a few examples,
strange painted shapes, while murmuring but the GM is welcome to add anything
an entrancing chant from the dawn of time. he wishes:

42 The Great Silence


Hunters from different clans come together in that the young blind woman has turned towards
front of a bloated, seeping black rock. The men him and is staring at him with her dead eyes.
are quarrelling, but the subject of their fight is
unknown. One group among the fighters seems A man is crying (one of the PCs, maybe even the
to be enjoying the whole thing. They are wearing one having the vision). At his feet are the broken
necklaces made of pale, white bones that stand out bodies of a woman and a child: his own wife and
against the black body paintings that hide their son. He realizes that the blood that fills his mouth
features. None of them have any hair or body and covers his arms and face is their blood. He
hairs. Their leader is wearing a dark pendant, like remembers that in a moment of infinite fury, after
a stone tear. His darkened face stands out from a simple disagreement, he massacred the people he
the others by the red lines drawn around his eyes. cares about most in the whole world. A guttural
He wears two human half-skulls on his powerful cry of despair comes out of his mouth. But the
shoulders, held in place with leather strips. Then cry is not human; it is the bellow of a reindeer.
the argument turns into a fight and much blood The man’s consciousness wavers and spins in the
is spilled. Suddenly the scene freezes and all those darkness.
involved prostrate themselves before the stone,
united like brothers. A cave lion is looking out over a vast steppe from
a wide rocky promontory. His coat has lost its
Men in a state of insanity are killing each other, luster. He is hungry, so very hungry. Yet out on
inflicting terrible wounds. Far away, a dark the steppe he can see reindeer. They are scrawny
creature is enjoying this scene of violence. Suddenly though, weak with sickness, and he knows that
a thick, sticky rain falls over this evil being. The if he eats them, he too will perish, like his mate
monstrosity is trying to rid itself of this sticky and their cubs. He remembers the time when the
liquid, but it can’t; the more it scrubs, the more the herd of reindeer was huge and healthy, led by a
substance sinks into it. The shape begins to turn powerful male. He decides to go looking for him.
red and a second later bursts into flames, then its He sniffs at the wind and finds a very faint trace
body is scattered in a hot breath. of his odor, both familiar and different at the
same time. He runs off, putting his last strength
A ceremony is taking place in front of the into this final chase. He crosses the steppe and
dreaming PC, but no one notices him. The sees nothing but desolation. The breath of Sura
celebrants are Long Men. A great fire is burning is gone from this place. Led by the smell of the
in front of the entrance to a cave. In the distance a great buck, he reaches a wood that was once full
mountain is spitting out its own glowing lifeblood. of whispers. There is nothing but silence. Then, at
The whole tribe then begins a crazed dance around last, he sees it on the ground: the body of the great
the fire, shaking their javelins at the flames. An buck, once so powerful and now but a shadow.
old man and a young woman appear, both with As the dead body rots, so too does his spirit fester.
dead eyes. In a wooden bowl, they bring a sticky The ritual to honor his courage was not carried
substance that smells strongly of both minerals out. And so, he who was once the very life force of
and plants. The strange couple then daubs the this steppe has now poisoned the lion with his rage
dancers’ javelins with this strange substance. and hatred. The flame of the lion’s life, which once
When the dancers approach the fire again, their burned so bright, is extinguished. The great hunter
javelins all catch fire with a crackling sound, as lies down across the body of Frosted Antlers.
the crowd cheers them on. Suddenly the PC notices Never again will he hunt on the plains.

The Great Silence 43


Once the visions are over, everything turns their secret and is rather bitter about it.)
black. Then, little by little, the world comes The time comes to leave, and Bone Leg
back into focus: first a sound, then a smell, reminds each of them of the promises they
the cold followed by an intense heat, a have made. She gives the PCs five doses
whirlpool of sensations that slowly stabilizes. of her healing balm, and five doses of the
Bone Leg is sitting by the fire, watching potion of spiritual fire, an elixir that allows
them closely. When they have all regained the drinker to resist the dangers of the mind
consciousness, she offers them a few roasted (+3 for Tests for resisting mental attacks
hares to eat. She stays stubbornly silent until during a whole day, including Steady Nerves
they have all eaten, then asks them in turn to Tests and Rage Tests). She gives her future
tell her about their shamanic journeys. She mate a beautiful ivory dagger engraved with
patiently listens to each tale, and then asks the figure of a panther. It will allow the
them what they understood. She corrects witch to always be in contact with its bearer.
anything that may have been misinterpreted. The dagger is a magic weapon: it gives its
bearer a bonus of +1 for hits and +1 for
damage (1d6 + 2). It will also become a focal
Bone Leg’s Interpretation point for the witch to curse the PC if he
Lifting Frosted Antlers’ curse requires the does not keep his word.
destruction of the black rock with the
help of a sticking and foul-smelling
substance: the all-consuming flame.
To achieve this, the PCs will have
to find a tribe that knows the
secret of such sorcery. They are
the Flaming Spears, a clan that
lives three days’ walk away from
her cave to the South, at the foot
of an area known as the Blood
Mountains. After that, the Rock
Tooth hunters will have to carry out the
funeral rites to honor the death of the great A Long Trek
reindeer: remove the liver and heart, expose This long walk to the land of the Flaming
the organs on a spear so that Frosted Antlers Spears clan, the land of volcanoes (modern
can be judged by the winds, the breath of day Auvergne region in France) must be
the great Spirits, then they must burn his demanding. The PCs are in an unknown
body to purify it. Whatever they do, the PCs territory, as they have already left the clan
must not return to their own clan before lands that only reach as far South as the
they carry out this quest. They must be wary Whispering Woods. Travelling in this new
of the men who worship the stone and land is difficult; the tiniest wrong move
never fight them near the stone itself. The could put them in unexpected danger. Let’s
witch seems to know the Flaming Spears not forget that because of the curse, all this
clan, but she remains vague when speaking stress could increase the PCs’ rage levels.
about them. (She never managed to discover They will probably need to hunt for food,

44 The Great Silence


and maybe prepare some gifts to create a to hand. Their leader, Obsidian Heart, is
good first impression on the Flaming Spears a dignified man who wears a pendant that
clan. Let them face dark predators, icy rains absorbs light and looks like a stone tear. His
and any other unpleasant events that you can face is painted black, except around his eyes,
think of. Exhaust them without killing them, where it is painted red. He is wearing two
and make them cruelly aware of the weight human half-skulls as protection on his wide
of the curse on their shoulders. shoulders, held in place with leather strips.
His two companions are also hiding their
Suggested Encounters: features behind black paint and necklaces
The red wolves may return, if the alpha male made of bone. They all have shaved heads
is still alive. They could come across a swarm and chins. Two other warriors are hiding
of aggressive bees that the travelers can within javelin range. Although they are
hear coming with their loud buzzing. A lone unrecognizable, the three men introduce
predator, a grumpy rhinoceros or a violent themselves as members of the former
storm are among the other obstacles that can Thorns tribe.
“brighten” our hunters’ travels. Furthermore,
if their rage levels are already high, their This information should be completely
perception of danger could well be altered. overwhelming for the PCs! The men who
A perfectly calm animal or human could stand before them are nothing like their
appear to be threatening or mocking them. former allies. Their looks have changed,
The GM also has the option of inflicting but so have their words. They do not hide
nightmares on the characters, making their anything of the events that changed them.
nights as rough as their days. They are not coming to fight with the Rock
Tooth clan, but to invite them to return
The Dark Dreamers with them to the stone that fell from the sky
When the GM considers that they are ready, and serve it. They consider the characters
he can make them encounter the Dark as chosen by the rock, carriers of rage and
Dreamers (at sunset if possible). There are hatred, and emissaries of Xa Nok. They
three of them, and they appear with their never seek to provoke any confrontation,
arms crossed over their chests as a sign of and they hold the Cursed Ones in high
peace. However their weapons are close regard. However, if the characters do

The Great Silence 45


start a fight, they will fight back with finding their hunting grounds (DT 7).
determination and cruelty. If they can’t This is not hard to do, as reindeer are their
convince the PCs, they will leave, but they favorite game. The camp is set up inside a
will be visibly disappointed. They will then gigantic rock shelter up on a rocky peak,
travel back to the black rock as quickly as looking out over a thick forest. Nearby a
possible. They too have had visions sent by mountain stream gushes over a drop and
the night Spirit. Members of their clan are crashes down a few meters below before
on their way to attack the Flaming Spears resuming its rapid flow. But the Rock Tooth
and therefore remove the threat of that folks don’t have time to take in all these
burning substance. Before they leave them, details. War has devastated the Flaming
they tell the PCs that their quest is in vain: Spears. Bodies lie in twisted positions
they are marked by the darkness and they made grotesque by death. Men, women
can’t do anything about it. and children have all been killed with the
This encounter should sow the seed of same savagery. They can see bite marks
doubt in your players’ hearts. What do their left by human teeth. Some limbs have
enemies really know? They will soon find been severed and are nowhere to be seen.
out. But the defenders fought well, and among
the victims are warriors painted black and
Suggestion: wearing bone decorations. The attackers
To spice up the debate, you can add the abandoned their own without paying them
pretty young Blue Feather to Obsidian any form of respect. Searching the battlefield
Heart’s group, and she will inflame the heart will allow them to observe a few things: The
of Silent Crow (and maybe also one of the blind woman that one of the PCs saw in
PCs!). Maybe he will overcome his shyness a vision is not among the dead. Searching
to try and convince his loved one. If the will not allow them to find any significant
conversation becomes a fight, could he take amount of the flammable substance, just a
her defense, changing the balance of the two little left on the spears or javelins.
sides?
Successful Tracking Tests (DT 7) will allow
The Flaming Spears them to find the tracks left by the bone-
The Cursed Ones have finally arrived in wearing warriors. They have not made any
the territory of the Flaming Spears clan: effort to hide their tracks. Another Tracking
the Blood Mountains. Indeed, from the Test (DT 9) will allow them to discover
plain they have now reached, they can see that they are only a few hours behind the
mountains, some of them constantly fuming, attackers, and that the fight probably took
and others covered in snow. Here fire and ice place during the night before their arrival.
are at war. This sight will cause wonderment If they walk hard and fast, the hunters
among them, combined with a fear and can catch up with their targets in a day (12
reverence for the power and magical mystery hours). Remember to use the rules for travel
of nature. and fatigue (see Würm pages 47 and 66).
Let your players plan out the ambush. The
To find the camp of the Flaming Spears, disciples of Xa Nok, still high on the rush
they will need to follow their tracks by of their victory, will not be as alert as they

46 The Great Silence


should be. There are as many enemies as the The Return
group of your players + Glowing Lion and It is high time for the Cursed Ones to return
Silent Crow if they are still alive. The Dark to their ancestral lands and confront the
Dreamers have captured the blind woman black rock. The return journey will take
and six children. If half of the enemy them five days walk that they will need to
warriors fall during the combat, the survivors make use of to gather all the ingredients
run away. they need to make the all-consuming flame.
As well as looking out for their own safety,
Once the battle is over, there is still plenty the characters will also need to look after
left to do. Your players will have to convince six children and a young blind woman who
the young blind woman – whose name is holds the secret to lifting the curse that
Ash – to help them destroy the black rock weighs on their shoulders.
by using the sticky substance they saw in As the hunters are still suffering the effects
their visions. This substance is called the all- of Frosted Antlers’ curse, this journey can
consuming flame. These are the points that by interrupted by a few extra events from
can win Ash over: getting revenge on the your imagination. But you can also decide to
men who murdered her clan’s people; taking move it on quickly, as the PCs have already
part in the destruction of an evil Spirit that been through a lot.
is corrupting living things; and last but not
least, the hope for her and the children to Suggestion:
join a new clan. Let’s hope that the PCs will On their way back, if the PCs talk to
be persuasive. Ash or to one of the children, their new
Before they leave, Ash insists on carrying companions might suggest that they take the
out the ritual cremation of the members Winding River, a river with alternating rapids
of her community, whose bodies are and slow, winding sections, to return to their
currently at the mercy of scavengers. She lands. Riding a raft on the river could indeed
also needs to gather the embers (inhabited help them save time on their journey, but it
by the Guardian Spirit of her clan) and the could also be dangerous for those who don’t
ashes (which contain the remains of several know its twists and turns.
generations of ancestors) of the sacred fire.
If the PCs gracefully accept to take part in The Final Test
these ceremonies, they will win the favors of They have finally reached the Whispering
the blind woman. Woods. Don’t forget that the whole forest
is completely and unnaturally silent. The
Recommendations: body of Frosted Antlers is still there, in the
During the combat, remember to include state in which the PCs left it. No predator
attacks from women and children with a would dare to eat this foul carcass. They
murderous look in their eyes. Remind the can therefore wish to honor the great buck
PCs that they are fighting their friends by taking his rotting heart and liver and
and family members (through the unions displaying them on spikes in the steppe to
between the clans). Make it easy for them be judged and purified by the winds. By also
to neutralize their opponents without killing burning his remains, they will have taken
them if they wish to do so. one step towards the end of their ordeal.

The Great Silence 47


Have them play out the scene and insist on
the importance of this ritual. This is not
something to be rushed. If the ceremony
was carried out correctly, you can remove
part or all of the Rage Points accumulated
by the PCs. They will feel the level of threat
weighing on them lessen somewhat.
Next, they need to take care of the black
rock. The disciples of Xa Nok whom they
met on their way to the Flaming Spears are
there, but there are more of them. There
are at least a dozen of them (men, women,
children) and they never leave the makeshift half the character’s running score, in other
camp set up near the rock. They take it in words 3.5 steps per Combat Round (5 steps
turns to hunt and always leave at least one of for a character who has the Speed of the
them behind to watch over the rock. Horse Strength). The anger within each of
the PCs swells and boils. Round after Round,
The Rock Tooth hunters will have to get have each of the PCs carry out a Resistance
rid of them before they can burn the stone Test: DT 7 for the first three Rounds, then
tear. Remind them of Bone Leg’s warning: DT 9 for the next three, then likewise for
they mustn’t fight them near the rock, or it DT 12 and 15. The Strengths Heart of Ice,
will use their anger to corrupt them! If they Wisdom of the Mammoth and Magic of
choose to ignore this warning, they will have the Rhinoceros give a bonus of 1d6. If a
to carry out a Test of resistance against its PC fails, he remains still during that round,
mental influence (DT 9) during each combat paralyzed by the pain, and suffers the loss
round. If they fail the Test, the rock will of 1d6 Stamina Points. The plants that were
control them and make them try to kill one corrupted by the meteorite move to and fro,
another. It is a far better idea to use some even though there is no wind at all. Branches
cunning and come up with a plan to lure the and roots strain towards the characters, and
guardians away from the rock Spirit. attempt to grab hold of them with their
Once the Dark Dreamers have been claw-like ends (Attack score for grabbing:
defeated, it is time to tackle the dark rock. 2d6). If a character is grabbed, the plant
Destroying it will not be easy. The evil merely holds him fast until the rock is done
crystal is at the heart of a crater about with him. A Strength Test is necessary (DT
twenty steps across. The rock will fight back 7) to escape the grasp of the corrupted tree.
against any intruders the moment they set They will need at least four combat rounds
foot inside the outer rim. When the PCs to reach the rock, and then two other full
approach it, the rock will let out a jarring and combat rounds are required to spread the
unhealthy vibration that shakes their limbs all-devouring flame over the rock. Then,
and unsettles their nerves. Every step is an they will need to set it alight. Let’s hope that
ordeal. Moving forward by just a few meters the PCs thought to light a flame before the
is a battle. During each Combat Round, the attack! It is possible to set fire to Xa Nok’s
maximum movement inside the crater is tear with a flaming spear.

48 The Great Silence


The Rock Tooth hunters have rid themselves
of the curse of Frosted Antlers, and the PCs
can return to their clan with a light heart
free from any foreboding. Their Elders will
The black rock catches fire, sending out a listen to their tale carefully, considering each
wave of heat and sound, as if it came from decision they made and every action they
outer space, barely audible but vibrating took. The clan will be very proud of their
with a sense of danger in everyone’s gut deeds and there soon will be a song telling
and limbs. Exploding into molten stone the tale of their adventures. However, there
and flame, the rock lets out a dark shape will be a number of promises to uphold:
surrounded by flames. The shape rises up for a start, bringing Frosted Antlers’ crown
into the air, pulsating in pain, until the rays and a shard of the stone to Bone Leg. She
of Xa Zerun finally consume it. will also be eagerly awaiting her temporary
mate. Ash and the children can join the Rock
Straight away, the sounds of the forest Tooth clan with the approval of the Elders.
return: the wind in the branches, the rustling
of leaves, and the sounds of animals great As a reward, the players can be awarded two
and small. All those little whispers that the (2) Experience Points each. They will each
humans find so familiar. The corrupted trees win forty (40) Bravery Points for having
return to their usual shape and release any fought the Dark Dreamers and destroyed the
prisoners they may have grabbed. In the black rock. They will also win twenty (20)
distance, they can hear a powerful reindeer Generosity Points each if they welcomed the
roar… surviving members of the Flaming Spears
clan and suggested to their clan to take them
The Dark Dreamers come to their senses, in, as well as the points earned for their
and are perfectly aware of everything they gifts to Bone Leg. If the characters did not
did while under the influence of Xa Nok. uphold their promises to the witch, they
There are few of them left, they have all but will each lose fifteen (15) Generosity Points,
destroyed the whole of the Flaming Spears and double that (30) for the one who was
clan, and turned away from their Guardian supposed to become her mate (plus the
Spirit and their ancestors. The future is fact that they will have to deal with the
looking rather bleak for them. witch’s angry reaction…).

The Great Silence 49


Appendix The Strengths Heart of Ice, Wisdom of the
Mammoth or Magic of the Rhinoceros grant
The effects of the curse an extra 1d6 to roll as a bonus on all the
From the moment the PCs are contaminated Resistance Tests for the curse. If the GM is
by the blood of Frosted Antlers, they will in a generous mood, he can allow a character
be imbued with a permanent anger that they to take one die from the Manna pool to
will have to keep in check, or they will be decrease his Rage score by 1 point (once per
overcome with a destructive rage that will be day per PC).
aimed at themselves or their companions.

During each situation of significant The Flaming Spears


stress, verbal or physical conflict, the PCs This is a Long Man clan living on the edge
will have to carry out a Resistance Test (one of a volcanic region (modern day Auvergne,
roll per scene) to contain their increasing in France), a land of ice and fire. They
level of rage. The difficulty of this Test is received a number of Secret Skills from
7 (DT 7). If the Test is a success, nothing their Guardian Spirits, Sura and the Fire
happens: the Cursed One remains in control. of Ages, that form a new set of Skills: the
If the Test is a failure, he gains a Rage Point Teachings of the Bloodlands.
and his anger explodes. During a dialogue The community, made up of around forty
phase, it is up to the player to play out the people when the attack occurs, is guided
effects of this anger fittingly. by two shamans: Speaking Embers (43
winters) and Ash (23 winters). They are
When a PC obtains a Rage Point, he both blind, for that is the price that the
must carry out another Resistance Test Fire of Ages demands they pay to learn its
immediately, with a difficulty equal to his formidable sorcery.
Rage Point level. If he fails again, then it The Fire of Ages is the great fire that burns
means he is possessed by his rage! Until constantly in the center of the camp. It is a
the end of the scene, the GM controls the powerful Spirit that has warmed, protected
character, who will be violent towards friend, and taught the community for generations.
foe and even himself. It is also the receptacle for the souls of the
ancestors, for every time a Flaming Spear
During a combat, the PC can choose, on dies, their body is given to the fire.
his own initiative, to release a true warrior After the destruction of the tribe, young Ash
fury without carrying out a Resistance Test: will want to return to the camp, to burn the
if so, then he gets a bonus of +2 for hits bodies and take the embers away with her, in
and damage. He immediately gains one Rage order to save the tribe’s Guardian Spirit and
Point. If he attempts to contain the rage the memory of her clan. Aside from Ash,
but fails his Resistance Test, the bonuses are the survivors of the clan are called Butterfly
divided by two, but the Rage Point is still (8 winters), Dragonfly (9 winters), Cheeky
fully acquired. Coal (6 winters), Salamander (5 winters),
Lazy Fox (8 winters) and Viper (6 winters).

50 The Great Silence


capabilities: DT 15 to resist its control, with
a range of 50 meters.
Only the all-consuming flame can destroy
the black rock. If a living creature
approaches it, the rock produces a barely
audible buzzing that the intruder can feel
in their belly. This will completely panic
whoever experiences it: they must carry out
The All-Consuming Flame a difficult Steady Nerves Test (DT 9), and if
The all-consuming flame is a substance they fail, they run away.
invented by the Flaming Spears, with the
help of their Guardian Spirits. It is a mixture
of plant resins, black rock oil, various plants The Dark Dreamers
and animal grease. The resulting paste is The Thorns clan was, until recently, a
very flammable. The hunters daub it on powerful and prosperous group of roughly
their javelins and spears, then they set light forty people who would travel between the
to them to scare their prey (+2 for Tests) two main camps following the seasons. In
or burning them (+2 for Damage). This the summer, the community travels up to a
substance takes a long time to prepare and high rocky plateau with plenty of mineral
requires a complex preparation ritual. Only resources (flint, stone of night…) and in the
an initiated shaman who has given his or winter they return down to the Whispering
her sight to the fire Spirit can carry it out Woods where they can access all the
successfully (DT 12 for the preparation). treasures of the forest (wood, roots, plants,
This mixture is a part of a new set of bark…). During the warm season, they
Teachings: the Bloodlands. The GM can worship Xa Zerun, and in the cold season
develop the other Secret Skills of these the Face Tree, a great pine, son of the fire
Teachings as seems fitting. in the sky. Their interaction with the Rock
Tooth clan and the Gray Braids were very
frequent and the ties of their friendship were
Xa Nok’s tear strong.
The black meteorite is the size of a man But that was before Xa Nok’s tear fell upon
and made of some kind of seeping icy the forest. When the inhabitants of the
crystal that seems to absorb light. It emits an Whispering Woods noticed the damage done
invisible wave of rage and it is instinctively to their minds and to nature itself by the tear
obvious that it is not from this world. from the sky, they tried to carry out a daring
The hateful Spirit that inhabits it is in a ritual, led by their shaman Singing Thrush.
state of perpetual fury. Only silence can Through the Face Tree, they implored
appease it. Under Xa Zerun’s fire, the rock the help of his father, the fire in the sky.
is sleeping, its powers diminished: resisting Haunted by the nightmares that filled their
its control has a DT 7, then the difficulty nights and by the presence of the meteorite,
increases, as explained in The Final Test, with betrayed by the young Obsidian Heart who
a range of 20 meters. As the night falls, the killed the shaman, they were corrupted by
evil Spirit is at the height of its destructive the ritual and became the docile servants of

The Great Silence 51


the night Spirit: Dark Dreamers. Under its
influence, they became warriors, evil and full
Non Player Characters
of rage, and the weak had no place among Glowing Lion
them. The Elders became the victims of a Glowing Lion is a big, tough guy with thick
cannibalistic ritual aiming to acquire their golden hair tied back with leather thongs. He
knowledge. Some of the clan’s new habits looks like a lion about to pounce. He used to
include shaving their hair and body hair and be handsome, but today he has a nasty scar
painting themselves with Skin of Night (see across his face, running from his eye to the
Würm page 72) to protect themselves from corner of his mouth. This purple, swollen
the now unbearable burning sunlight. They mark is a daily affront to his pride, and it is
keep or consume a piece of each valorous slowly draining the natural self-confidence he
adversary they kill, to steal their strength. once had. Nevertheless, the hunt leader has
managed to keep his injured pride to himself,
At the time when the PCs fight Frosted and nobody challenges his authority. He
Antlers, the Dark Dreamers have returned finds comfort by running his fingers through
to their summer camp to renew their stocks the fur of his snow leopard skin cloak, made
of tools, weapons, and most importantly from the pelt of the very animal that clawed
manganese oxide. They only travel at night. his face four seasons ago. Frosted Antlers’
The camp in the woods is abandoned, but curse will be like a fresh wound for Glowing
the traces of their madness are perfectly Lion, a blow to his mind rather than his
visible: the Face Tree has been mutilated, body. As the days go by, he will become
there are twisted and spiky bundles of plants grumpier and less eager to give advice, as he
and bones hung up here and there, and strokes his fur cape more and more often.
drawings in blood all around the camp limits. Strengths: Speed of the Horse, Fury of the Lion,
The bodies of the Elders are strung up in a Nose of the Wolf, Breath of the Giant Stag.
gruesome fashion as a warning to visitors: Weakness: Disfigured
danger and death await you here. Prestige: 300; Stamina: 36; Exp: 12
Only Obsidian Heart and Blue Feather, Equipment: bone-tipped spear, bone
Silent Crow’s muse, are described in the list dagger, cudgel, snow leopard cape.
of NPCs below. The GM can make up the Secret Technique: Impaling.
ranks of the fighters with cruel children,
hysterical women and bloodthirsty men. As Silent Crow
the Dark Dreamers are constantly on the Silent Crow, a talented javelin thrower, is
warpath, they have abandoned the taboo on of average height, slim and gnarled. With
using war clubs: women and children can a facial expression as dark as his spiky hair,
now use them. he is the spitting image of his feathered
namesake. He has been a shy, solitary person
since his childhood. He rarely speaks, and
often shows his agreement with nothing
more than a nod, when time comes to make
a decision. He does not yet have a wife, but
his heart beats for the young Blue Feather
from the Thorns clan.

52 The Great Silence


Frosted Antlers
He is a legendary animal corrupted by the
black rock. His characteristics are those
of a legendary reindeer with the following
modifications:
Dodge 8; Thick Skin 2
LP 30 (he was wounded during his battle
against the rock)
Strengths: Speed of the Horse, Flight of the Initiative 2d6 + 2
Crow, Cunning of the Weasel, Heart of Ice. Attacks [1]: Antlers 2d6+2 (Damage 2d6+3)
Weakness: Shy. Running 12; Alertness 10
Prestige: 175; Stamina: 24; Exp: 6 Special ability: terrifying.
Equipment: 3 bone-tipped javelins, cudgel, Any character who has to face Frosted
throwing stick. Antlers has to carry out a Steady Nerves Test
Secret Technique: Flight of the Snowy (DT 9) or suffer the panicked effect of a
Owl. hunting roar (see Würm page 43). The buck
is immune to them.
Rumbling Sun
Sturdy yet agile, his dark eyes and hair are Obsidian Heart
the perfect opposite of his ever happy and Half-Shadow
exuberant attitude. This young hunter is This tall man has a number of attractive
always eager for a new adventure. In fact, he features: his muscular build, his virile charm,
is sometimes too eager, so much so that he his artistic talents... He could have become
can ignore danger. one of the pillars of his clan, but the fire
Strengths: Speed of the Horse, Quickness of the that drives him forward is also burning him
Lynx, Secret of the Bear. up. He wanted to become a shaman, so he
Weakness: Reckless asked Singing Thrush to initiate him. The
Prestige: 15; Stamina: 24; Exp: 3 shaman refused and this first setback became
Equipment: fire-hardened spear, cudgel, a permanent injury to his pride. After this
throwing stick refusal, Obsidian Heart's personality became
bitter, and the other members of the clan
Moon Stone began to avoid him. He developed a deep
A lanky young man with a long face, Moon resentment towards all his companions.
Stone has a certain horse-like quality about Therefore when Xa Nok promised him the
him... His patience and abilities for manual powers of a shaman and the leadership of
crafts make him very popular with the other a horde of warriors during the ritual, he
members of the clan. betrayed his own people and sealed his fate
Strengths: Flame of the Salamander, Heart of by killing Singing Thrush. Of all the Dark
Ice, Hand of the Ancestors. Dreamers, he is the only one who is truly
Prestige: 15; Stamina: 24; Exp: 3 willing and conscious of what he is doing.
Equipment: 2 javelins, bone dagger, The GM can make him a recurring bad guy
slingshot and roughly ten polished stones. if he likes.

The Great Silence 53


Strengths: Majesty of the Aurochs, Breath of
the Giant Stag, Inspiration of the Rocks, Speed of
the Horse, Magic of the Rhinoceros, Heart of Ice
(charm)
Weakness: Individualistic.
Prestige: 375; Stamina: 36; Exp: 11
Protection: 1 Point of animal skins and
bones.
Equipment: bone dagger, bone-tipped
spear, stone war club, black rock charm that
gives the Heart of Ice Strength. Ash, Witch and Shaman
Powers of the half-shadow: Trance, This slim young woman, skinny but not weak,
Shaman's Tongue, Contact with the Spirits. with her silver-blond hair, has a very beautiful
face, although it is now disfigured by the
burns that took away her sight.
Blue Feather When she was but 5 winters old, her dreams
Silent Crow's secret love were already filled with the Spirits of the fire.
Petite and graceful, Blue Feather has long "The fire walks with her", said the Elders.
brown hair and bright blue eyes that capture She was therefore a natural choice to take
the hearts of those who see them. She also over from Speaking Embers as shaman of
has feelings for her shy and love-struck the tribe. She carried out the initiation ritual
suitor, and she is patiently waiting for him to with a steady nerve that stunned the whole
declare his intentions. community. She didn't let out a single sound
Under the influence of the black rock, Blue as her sight was taken with a hot coal. She
Feather has become a deadly and relentless took on the name of Ash after the ceremony
woman. The GM can decide that, when that made her blind, as it is a smell that is now
faced with the man she loves, she will always with her.
partially come to her senses. But it is also Strengths: Flame of the Salamander, Hand of the
possible that this will only occur if she is Ancestors, Eye of the Panther, Venom of the Viper.
mortally wounded. She could finally confess Weakness: Blind.
her feelings for Silent Crow just before Prestige: 250; Stamina: 24; Exp: 7
taking her very last breath. Secret Skill: Trance, Shaman's Tongue,
Strengths: Speed of the Horse, Grace of the Contact with the Spirits, Sorcery: Teachings
Swan, Venom of the Viper, Quickness of the of the Bloodlands.
Lynx.
Weakness: Presumptuous.
Prestige: 75; Stamina: 24; Exp: 4 The Dark Beasts
Protection: 1 Point of animal skins and These are versions of the regular versions of
bones. normal animals, but their coats are strangely
Equipment: stone knife, stone-tipped spear, darkened, almost black. The dark beasts are
poison at the GM's discretion. very aggressive and only back away in the
face of violence. They honor Xa Nok. The
red wolves mentioned in the scenario above
are an example.

54 The Great Silence


Bone Leg
This tall woman with wild hair was born with She too has a certain amount of darkness
one twisted and skeletally thin leg. Despite inside. She is constantly looking for new
her handicap, she has a powerful aura of knowledge and new powers to acquire. This
magnetism and animal-like beauty. She is not hunger burns from inside, but she has it in
only a witch but also a powerful shaman. check for the moment. The GM can make
She comes from a land far away, modern-day this woman a recurring character in future
Siberia, and has traveled a lot. She has all scenarios, sometimes as an ally, sometimes
the knowledge of witches, enchanters and opposing the PCs, but she is always hidden
shamans. She can transform into a snow and manipulative. Her Strengths and
leopard, or into a majestic eagle. During this Weaknesses are not relevant to this scenario,
adventure, Bone Leg will want to help the so it is not worth listing them here.
characters to destroy the black rock, which
represents too great a danger to ignore. Frédéric Debout

Old Lynx Beard’s Wise Advice


Old Lynx Beard is an Elder and the Voice of the Ancestors for his clan. He is an old hunter, a good pain-
ter, a shaman and a musician, and he likes nothing better than to give his advice on the customs and rules of
Würm. As his advice is often wise, we must forgive his tendency to ramble on a little.

“The other day, I was cooking some snails Ha ha! The two hunters sure had a keen
for myself and my old friend Steady Buck eye, and they were onto something!
when two of the clan’s hunt leaders came “Have you noticed which animals this
looking for me. The generous Rock Shadow happens with?” I asked them. But before
and the tall Bounding Antelope were they could answer, I continued:
pondering some of the darndest questions. “All the great mammals that can be found
“Master Lynx Beard, something’s just in the Fauna of the ice age, and which have
not right. When we hunt certain animals, no specific Strength associated with them.
kill them and eat their liver, we gain the No, the Spirits have not abandoned these
Strengths associated with those animals.” animals.” I assured them. “Let’s just say that
“Yes, for example, if I kill a bison and eat the Creator overlooked them a little. But I’ll
its liver, I gain the Strength Might of the Bison tell you what it’s all about.”
until the next day at sunrise.” “We are listening, Old Lynx Beard.”
“But sometimes, when we hunt other “Here are the animals that you are
animals, kill them and eat their liver, nothing wondering about: the stag, the red wolf,
happens! That’s not right, and our hunters the wolverine, the reindeer, the saiga
are complaining. Have the Spirits abandoned antelope and the wild boar.
those animals?” “It’s perfectly simple:

55
The Stag, like his cousin the giant stag, The Wild Boar is a forest animal, whose
grants the Strength Breath of the Stag, but snout is as sensitive as the nose of a wolf.
it is half as powerful as that of the giant stag: Is this not the animal capable of finding
therefore a Long Man will gain 6 Stamina precious truffles? Therefore, eating its liver
Points, and a Bear-man will gain 5. gives the Senses of the Boar Strength,
which gives a 1d6 bonus for Tracking and
The Red Wolf, a close cousin of the Smelling, but also a 1d6 bonus for finding
wolf, grants the Strength Nose of the Red both common and rare plants.
Wolf. This Strength gives a 1d6 bonus for
Tracking and Smelling, just like the Nose of There you have it. But of course,” I
the Wolf, but does not give any bonus for reminded the young hunt leaders, “the
Orientation. effects of these Strengths cannot be
added to those of other similar Strengths.
The Wolverine, as you know, is a Therefore, a hunter who already has the
dangerous and aggressive animal. This is Breath of the Giant Stag Strength will not get
why, eating its liver (well cooked) gives the any bonus from eating a stag liver. Likewise,
Strength Rage of the Wolverine. This a hunter who has the Fury of the Lion
Strength gives a hunter a 1d6 bonus for hits Strength will not get an extra 1d6 bonus for
during combat (as does the Fury of the Lion), hits if he eats the liver of a wolverine. But
and he gets a 1 point bonus for inflicting he will get the +1 bonus for Damage if he
damage if he is seriously wounded, for the is seriously wounded! A hunter who eats the
duration of the combat during which he is liver of a wild boar won’t get any bonus to
wounded. his Smelling Tests if he already has the Nose
of the Wolf, and he won’t get any bonus for
The Reindeer is a very important animal gathering plants if he has the Venom of the
for all hunters, and it plays a key part in all Viper Strength. Is that all clear?”
of our lives. Do you know why? Because on “I think so, Old Lynx Beard. But...”
top of providing Men with its flesh to eat, its “But what?”
bones and antlers to make tools with and its “But there is an animal that you haven’t
warm skin to clothe us, eating the liver of a mentioned... What about the hyena?” “Yes,
reindeer gives the Strength Warmth of the what would happen if we ate a hyena liver?”
Reindeer, which gives us the same effects as
the Heart of Ice Strength. At that, my eyes grew dark.
“A hyena, you fools? Who would be dumb
The Saiga Antelope, as you also know, enough to eat a hyena liver? Come back
is one of the fastest animals there is. That tomorrow and we’ll talk about it...”
is why when we (well, except for you,
Bounding Antelope!) eat its delicious liver, lEmmanuel Roudier
we gain the Sprint of the Saiga Strength
that gives us a 1d6 bonus for all Running
tests, just like Speed of the Horse. But unlike
that Strength, the bonus of this one does not
apply to the fatigue tests associated with the
Running.

56
II

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